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SOFTUNE 

VOLUME 2 SEPTEMBER 1982 $200 




penguin software 

830 4th Avenue Geneva, II 60134 (312)232-1984 


Graphics created with 
The Graphics Magician 


Works with Keyboard, Joystick, or Atari Joystick 


Apple Is a trademark of Apple Computer. Inc. Atari Is a trademark of Warner Communications 



Softline's New Policy 

2 


Directline 

3 


Master of the Mite: 

An Interview with Jim Nitchals 

Matthew T. Yuen 

6 


The Case of the Micro Mystery: 

The Private Eye's on Home Computers 

Andrew Christie 

18 


Gameline 

22 


New Players 

27 


Pac-Man Champ: 
Ready on the Set 

9 


Adventures in Adventuring: 
The Thing's the Thing 

Ken Rose 

28 


The Amazing Maze in 3-D 


Brian Fitzgerald 

10 


Atari Sound: 
Music of the Spheres 

Bill Williams 

15 


Apple II Graphics: 
Byting Off Animation 

Ken Williams 

31 


High Scores and Highlines 

35 


Sherwin Steffin's education column will return next issue. 


Softline. Volume 2, Number 1. Copyright ® 1982 by Softalk Publishing Inc. 
All rights reserved. Softline is published on the fifteenth day of every other 
month by Softalk Publishing Inc., 11021 Magnolia Boulevard, North Holly- 
wood, CA 91601. Telephone (213) 980-5074. Second - class controlled circula- 
tion pending at North Hollywood, California. 

Composition by Photographies, Hollywood, California. Printing by Volk- 
muth Printers, Saint Cloud, Minnesota. 

Apple is a trademark of Apple Computer Inc., Cupertino, California. Atari 
is a trademark of Atari Inc., Sunnyvale, California. IBM and IBM Personal 
Computer are trademarks of International Business Machines, Armonk, New 
York. Pet and Commodore are trademarks of Commodore Business Ma- 
chines, King of Prussia, Pennsylvania. TRS-80 is a trademark of Tandy Corpo- 


ration, Fort Worth, Texas. 

Subscriptions: Write to Softline Circulation, Box 60, North Hollywood, CA 
91603. Subscriptions are $12 for one year (six issues). Please include with your 
subscription order your name and address and, if applicable, the brand, 
model, and serial number of the computer you own and a brief description of 
your peripherals. This information is used to direct Softline best to your 
needs. 

Moving? Send new address and old to Softline Circulation, Box 60, North 
Hollywood, CA 91603; telephone (213) 980-5074. 

Postmaster: Send address changes to Softline, Box 60, North Hollywood, 
CA 91603. 


SEPTEMBER 1982 




Softline Staff 

Editorial 

Editor 

Margot Comstock 
Tommervik 

Managing Editor 

Patricia Ryall 

Co-Editor 

Andrew Christie 

Associate Editors 

jean Varven 

David Hunter 

Directline 

Tommy Gear 

Assistant Editors 

Michael Ferris 

David Durkee 

Matthew T. Yuen 

Proofreader 

Harry McNeil 

Art 

Art Director 

Kurt A. Wahlner 

Administration 

Publisher 

Al Tommervik 

Associate Publisher 

Mary Sue Rennells 

Accountant 

Evelyn Burke 

Accounting Assistants Mary Milam 

Lois Stickelmaier 

Assistant to 

the Publisher 

Dan Yoder 

Advertising 

East Coast Sales 

Paul McGinnis 

Paul McGinnis Company 
60 East 42nd Street 

New York, NY 10017 
(212)490-1021 

Midwest and Rocky 

Mountain Sales 

Ted Rickard 

John Sienkiewicz 
Market/Media Associates 
435 Locust Road 

Wilmette, IL 60091 
(312) 251-2541 

West Coast Sales 

Softline 

11021 Magnolia Boulevarc 
Box 60 

North Hollywood 

CA 91603 

(213) 980-5074 

Circulation 

Supervisors 

Hal Schick 

Ron Rennells 

Donna Siebert 


Advertisers 


Apogee Software Distributors 27 

ARS Publications 17 

Avalanche Productions 14 

Avant-Garde Creations 34 

Ber 22 

Bourbon Street Press 26 

Calsolt 21 

Computer Diversions 32 

The Computer Express 12 

Don't Ask Computer Software 20 

fast Coast Software 16 

fdu-Ware Services Cover 4 

Gold Disk Software 33 

Harcourt Brace lovanovich . 7 

Infocom 4-5 

Kraft Systems 13 

lord of the Games 9 

Output Inc 23 

Penguin Software Cover 2 

Sierra On-line Cover 3 

Snave Systems 8 

Software City 25 

Strom Systems 24 


A New Policy 

Dear Readers: 

This issue begins the second year of Softline magazine and 
marks a turning point in its existence. Softline will no longer 
be free. 

During the past year, we've sought to focus on 
entertainment software for the home computer market in its 
broadest aspects. Our cover stories have ranged far afield to 
bring a diversity of views to the home gaming phenomenon. 
Our features have introduced you to up-and-coming 
programmers and companies and provided sneak previews of 
innovative software. In this light, we can finally report— much 
to our relief — the release of the Arcade Machine for the 
Apple II computer from Broderbund Software, featured in 
these pages several months ago. 

We believe entertainment software is a light subject worthy 
of weighty consideration. To practice what we preach, we've 
brought you four regular columnists. Ken Williams has focused 
on graphics techniques for the Apple II, and Bill Williams has 
addressed the creation of sound for Atari programs. In 
addition to the two columns speaking to specific computers, 
Ken Rose has used Basic to present techniques for writing 
adventure games for any computer. 

And, because gaming is especially for the young, Softline 
has featured an education column by Sherwin Steffin to help 
youngsters and parents understand the whys and wherefores 
of educational software. Steffin has taken this issue off to 
prepare a treatise on arcade games for the next issue. 

Softalk Publishing produces three magazines, but it is 
stretching the truth not a whit to say that the staff takes great 
pride and has the most fun doing Softline. Our feeling for 
Softline seems to have communicated itself to you. Our 
circulation has doubled and reader response has always been 
strong. We bask in the warm comments received. 

But it's time to put to bed the myth that Softline is an 
advertiser-sponsored publication. You don't need an 
advanced course in number theory to see that Softline has not 
significantly increased the amount of its advertising. What that 
has meant is stable revenue in the face of increasing costs, 
caused by inflation and the doubling of our circulation. Try as 
we might, we cannot print twice as many copies on the same 
revenue. 

So, sadly, we must turn to you to help bear the expense. 
We take no pleasure in this act, because it's been a real joy to 
give you the best magazine we could afford each issue. All of 
us at Softline can testify that it's more fun to give than to 
receive. 

Nevertheless, Softline will now cost $12 for the six issues 
representing one year. Until such time as we can efficiently 
mobilize a mailing effort to send you a renewal notice, we will 
accept $9 for one year and $18 for two years. These lower 
prices are our way of thanking those of you who save us the 
effort of sending you a renewal notice. 

We're proud of the value that we pack into Softline and 
we have fun making the magazine. All of us hope you'll 
choose to share that fun with us for another year. 

Sincerely, 

Al Tommervik, Publisher 
Margot Comstock Tommervik, Editor 
Ken Williams, Associate Publisher 
Andrew Christie, Co-Editor 
Kurt Wahlner, Art. Director 


2 


SOFTLINE 




Directline 


Capturing the Elusive Asterisk 

All that is required to do text or graphics printouts from copy- 
protected games is a monitor ROM switch (the red one) on a firm- 
ware card, and a printer that can be controlled without the use of 
special driver routines. First flip the switch, then press reset. You're 
back into Basic (a control-C or a control-B) and can then execute 
the necessary printout commands. Also, isn't Bob Bishop's new 
game called Dung Beetles rather than Tumblebugsl 

Jordan Weinstein, Woodside, CA 

Message received, Jordan. Nice work (if you can get it). And 
yes, it was called Dung Beetles. Evidently the name was not con- 
sidered sufficiently, uh, marketable. 

Hi-Res Multicolor 

I own an Apple II Plus. It has been my impression that a shape 
table drawing is always drawn in the one current hi-res color, but I 
have begun to see some table shapes that are in two or more col- 
ors. How is this done? 

Lyle VerPlanck, Costa Mesa, CA 

You can create shape tables on the Apple that contain up to 
three colors, but there are some limitations. First, the color will 
be lost if the scale is larger than 1 or if rotation is anything but 0 
(right side up) or 32 (upside down). Second, certain factors may 
conspire to change the color displayed. 

There are two important principles behind color shapes. The 
first is that a shape table, when scale equals 1 and rot equals 0, is 
a set of instructions for the computer to plot individual dots in a 
distinct pattern. The second is that the Apple II displays colors 
when every other dot (horizontally) is on, black when all are off, 
and white when all are on. Thus, within a single shape, one area 
can be made green by plotting only on odd X coordinates, 
another area can be blue by plotting only on even X coordi- 
nates, and a third area can be white by plotting on all X coordi- 
nates. 

Now about those conspiring factors. If with scale = 1, rot = 0, 
and hcolor = 3, you draw the shape at 140,80, it will come out as 
planned. If you draw it at 141,80, it will have its greens and blues 
switched. If you set hcolor = 7 (white2), the shape will have 
oranges and violets where its greens and blues were. In other 
words, you can have color in shape tables, but you have to be 
careful where and how you draw them. 

Cracking the Egg 

I need help. In Zork I, how do you get the egg open and finish 
the adventure? In Zork II, how do you get behind the menhir, or 
get through the door with the lizard head? 

Derek Bosch, Williamsville, NY 

Write to Zork User Group about their book of invisiclues for 
the first Zork; they're at Box 20923, Milwaukee, Wl 53220. 

And about getting through that door, remember: you can 
catch more flies with honey than you can with vinegar. 

Riddle Me This 

I would appreciate hearing from any Wizardry fans who have 
solved the riddle that is asked before the door at level six in Knight 
of Diamonds. 

D. K. Ullman, Santa Ana, CA 


Savory Smail a la Modem 

It was just a few weeks ago that I first saw a copy of Softline, 
dedicated to one of my sore weaknesses in life: computer games. 
One of the first articles I happened to turn to in Softline was 
"Modem Gamesmanship" by Roe R. Adams III, which describes, 
among other things, the Post Games bulletin board service on the 
Source. Lo and behold, the first notice listed is from one TCP072. 
Well, you guessed it, that's me! 

Just to follow up on Mr. Adams's article, after I posted that notice 
about Mystery House I received about a dozen replies by Smail 
(nickname for the electronic mail service available to all Source sub- 
scribers) offering all manner of hints, answers, and advice. An in- 
teresting sidelight to this is the fact that after the article in Softline, I 
now receive Smail letters every week. They say, "Gee, I saw you in 
Softline. I'm in the same situation! Can you give me a hand?" I am 
more than happy to respond. In fact, I'd love to talk to anyone about 
Mystery House, or Apple Adventure, or any other game I've 
played. My current passion, by the way, is Wizardry. 

Steve Pisk, New Britain, CT 

Incontrovertibly Atari 

I enjoyed Journey to the Planet Pincus in the May Softline. I 
thought you might be interested in how I converted this program to 
Atari Basic. 

Line 15: GRAPHICS 0: REM CLEAR THE SCREEN 

Line 35: Change A$(12) to D$(1). String arrays are not used in 
this version, and D$ must be dimensioned. 

Lines 50-65: Delete these lines. 

Line 80: Read N, S, E, W, D, U 

Atari Basic does not read arrays out of data statements directly. 

Line 82: N(A)=N:S(A)=S:E(A) = E:W(A) = W:D(A)=D:U(A)=U 

Line 240: On R gosub 2010, 2020, 2030, 2040, 2050, 2060, 2070, 
2080, 2090, 2100, 2110, 2120 

These are the room description subroutines. 

Line 245: ?: ? "Direction)”;: input D$:? 

Lines 250- 360: Change left$(D$,1) to D$. 

Lines 2010- 2120: Change data to ? and place return at the end 
of each message. Some messages will have to be placed on more 
than one line. 

Stuart Pierce, Picayune, MS 

Message from Middle Earth 

Regarding the book Ken Rose cited in May Softline, entitled 
From Here to There and Back Again, I would like to be the one to 
tell you that it is not Frodo's book at all, but his Uncle Bilbo's. If 
other Tolkien fans see this I am sure that more letters will be forth- 
coming. 

James Brown, Chicago, IL 

Authoritative Relations 

I refer to a letter written by Geoffrey Puterbaugh of Sunnyvale, 
California, "Copyrights and Wrongs" [May 1982], more particularly 
to the last paragraph which mentions Wizardry, published by Sir- 
tech. The following should be of interest to your readers, including 
Mr. Puterbaugh. 

Wizardry was designed and coauthored with Mr. Woodhead by 
Mr. Andrew Greenberg. Mr. Greenberg has contributed to fantasy 
role-playing on Plato and in other previous fantasy role-playing 
games, Moria being one of the descendents. Mr. Woodhead is the 
author of a fantasy role-playing game on that system named Sor- 
cery, now more than five years old. The original prototype of Wiz- 
ardry preceded the appearance of Moria by a number of months. 

It is regrettable that Mr. Puterbaugh, while being interested in 
Mr. Woodhead's opinions, was not interested enough to ask and 
saw fit to pose the question in a form that verges on libel. 

F. B. Sirotek, president, Sir-tech, Ogdensberg, NY 

as 


SEPTEMBER 1982 


3 




WE’RE WRITING 


WE CAN! 


At the rate we’re going, 
we’ll have these pages 
filled by 2083. And by 
2084, people will be 
clamoring for the next 
Infocom creation. 

We hate to disappoint our 
public. So we keep you waiting. 
Because while the software facto- 
ries are cranking out arcade game 
after arcade game, pulpy adven- 
ture after trite fantasy, we’re 
writing and rewriting, honing and 
perfecting. Before a single person 
enters one of Infocom’s worlds, 
it must be crafted into a living, 
riveting, definitive experience. 


Judging from the public’s reac- 
tion, it’s worth the wait. For 
instance, Creative Computing 
welcomed DEADLINE” as 
“thoroughly engrossing and real- 
istic,” while a Softalk readers’ 
poll recently voted ZORK'" I and 
ZORK II the most popular adven- 
tures of 1981. 

And now, for the moment, your 
wait is over. ZORK III, your final 


step in the underground 
trilogy, and STARCROSS,™ 
an exploration of a new 
dimension in science fiction, 
are ready for you. 

Look at them up there, 
the little worlds of Infocom. As 
our universe expands, compan- 
ions will come to help fill that vast 
expanse of white space. Till 
then, they’ll continue to stand 
alone as the best of all possible 
worlds. 

inFOCOIR 

55 Wheeler Street, Cambridge, MA 02138 


Infocom’s worlds are available for Apple? Atari? IBM, TRS-80? Commodore, NEC, Osborne, CP/M? and DEC." 

Apple is a registered trademark of Apple Computer, Inc. Atari is a registered trademark of Atari, Inc. TRS-80 is a registered trademark of Tandy Corporation. 

CP/M is a registered trademark of Digital Research, Inc. DEC is a trademark of Digital Equipment Corporation. 



You already know Jim Nitchals, even if you don't know who 
he is. 

He was that kid in school that teachers looked at and thought, 
"He could really be something if he'd only apply himself." 

He's that superstar at the office who turned down a promotion 
so he could keep doing what he likes doing and what he's good at. 

He's the basketball player who sets up the play and feeds the ball 
to the center who slams it. 

If Nitchals had been in The Empire Strikes Back, he wouldn't 
have been Han Solo; he would have been Yoda — an unimposing 
character, yet the one closest to the Force. But that's the movies. 

In real life, Nitchals is the force behind Cavalier Computer, in 
Del Mar, California. 

For a guy whose extracurricular activities at Torrey Pines High 
School were the science fiction and chess clubs and who loathed 
schoolwork so much that he took a proficiency examination to fin- 
ish early ("I never received my diploma, but I did get a certificate 
that said I was proficient"), Jim Nitchals isn't doing too badly. 

Now twenty years old, Nitchals has programmed five games for 
the Apple, four of which spent a total of nine months in Softalk ' s 
Top Thirty. The fifth, Ring Raiders, was offered free by mail during 
December 1981 and found more than three thousand takers. 

His company, the publisher of such Apple winners as Bug At- 
tack and Microwave, is raking in close to two hundred thousand 
dollars a year, and hopes to surpass that very soon. 

Nitchals and his fellow programmers at Cavalier have standard- 
ized T-shirts and shorts as the official programmers' uniform — ap- 
propriate for the southern California company. Business execs who 
earn what Nitchals makes can't boast that luxury. 

And what of Nitchals's peers in high school who shunned and 
ostracized him as a computer junkie? While they're struggling to get 
the necessary prerequisites for their college majors and agonizing 
over final examinations, Nitchals's biggest task is deciding whether 
to design a game for keyboard or paddles. 

Beginning on Brand X. Strangely enough, a Radio Shack elec- 
tronics kit was Nitchals's first experience with technology. At thir- 


teen he began creating circuits for small electronic devices, one of 
which was a short-wave receiver. Fiddling with these steered his in- 
terest to ham radio. It was through catalogs and circulars from the 
electronics store that Nitchals began hearing about microproc- 
essors. 

Working with a friend from his math class, Nitchals started de- 
signing computers and programs of his own. By the tenth grade, 
he'd landed a job doing the same sort of work at a Del Mar re- 
search and development firm. 

Later that summer, he went to work for Micro Works, a produc- 
er of digital television cameras for the Apple. At that time, Micro 
Works didn't know a whole lot about the Apple and neither did Nit- 
chals. But this didn't pose a great problem; his first hi-res program 
was an Apple first, too: the first program written for the Apple that 
scanned a television screen and produced a video image printout. 
Nitchals claims to be the first person ever to have a self-portrait 
taken by an Apple. 

While other kids were at practice for after-school sports, Nit- 
chals was at practice with the Apple at his local computer store, 
which was anything but local. "I wasn't able to drive yet, so I had to 
take the bus fifteen miles into San Diego," Nitchals recalls. There he 
began experimenting with the computer, getting in some hands-on 
experience and even helping out customers once in a while. 

Now, you'd assume that someone so adept at and interested in 
electronic technology was probably a lot like those brainy kids you 
knew in high school. They came in two types: those who studied all 
the time and did nothing but hit the books, and those natural Uni- 
vacs who never applied themselves and still landed in the high end 
of the grade curve. Nitchals was neither one. 

"I had heard that some people actually were hitting the books, 
but I found that fifteen minutes a day would do it. The problem was 
that I didn't want to spend even that much time," he explains. "I 
took two years of physics and hadn't received even a semester's 
worth of credit. The class was 'go at your own pace,' and for methat 
meant 'go nowhere.' " And yet that's when Nitchals started to go 
somewhere. 


S O F T L I N E 


Photo by Tom Martin 



Learning Business Administration 101 in Physics 2. It was in that 
class that Nitchals met Rick Moore and Barry Printz, cofounders with 
Nitchals of Cavalier. " I wanted to build some interface cards for the 
Apple. When I mentioned the idea to them, Rick told me he had an 
Apple II, and Barry had the backing to handle the business end," 
says Nitchals. "We first thought to call the company 'Three Musket- 
eers,' and from that came 'Cavalier.' " 

Nitchals's first work for Cavalier came as a part-time endeavor. In 
the summer of 1980, he picked up a consulting job and designed an 
interface card for the IBM Selectric, a card that is still selling today. 
Using Moore's Apple, Nitchals was writing Asteroid Field on the 
side. "We were all fans of the Asteroids arcade game," Nitchals says, 
"and we weren't sure if we could handle designing hardware. So 
the most obvious thing to do was to write the game for the Apple. 

"At the time, I had never seen a hi-res game on the Apple, and I 
felt confident I could produce something better than the games that 
were selling." Nitchals was right. On November 16, 1980, he took 
Asteroid Field to a user group meeting and sold fifteen copies on 
the spot. 

When Nitchals's second game, Star Thief, came out, the objec- 
tive for the company was for all to make some money and then go 
their separate ways. However, Printz started seeing the pot at the end 
of the rainbow and convinced Nitchals there was no point in stop- 
ping there. 

There is no doubt, with bestsellers like Star Thief, Bug Attack, 
and Nitchals's latest, Microwave, that Cavalier Computer is doing 
well financially. But that doesn't necessarily make Nitchals a rich 
man. "I take only as much as I need to keep up a modest lifestyle. 
That includes paying rent, driving a beat-up 76 Chevette, and sup- 
porting my eating-out habits." Nitchals doesn't like to cook and nei- 
ther does his sister, with whom he shares his home. "That means I 
eat out quite often." 

Born to Program. Nitchals's involvement in the administrative 
aspects of Cavalier is now almost nonexistent, and that's fine with 
him. He'd rather program and help teach others how to program, 
though he admits that he's not really emotionally suited to being a 
teacher. "Sometimes I have to yell it into them." 

The rewards Nitchals receives for being a mentor are more in- 
trinsic than financial. Despite the strain on his patience, it gives him a 
chance to see others in the same position he was in a few years ago, 
learning the same things he was learning, only with a little more 
help. His working with programmers at Cavalier, Nitchals feels, 
makes their jobs a bit easier. 

"I don't know of many other companies where aid is available at 
all times for programmers. Of course, there are exceptions. Ken 
Williams and Doug Carlston are great; though their main occupa- 
tion is business, they can still take time with the programmers. My 
main occupation is programming, so I try to spend as much time 
with Jay [Zimmerman] and Mike [Abbott] as I can." 

Nitchals sees himself becoming even less involved in the busi- 
ness administration aspect of Cavalier as time goes on. Though he 
already has a grasp of what makes a business work, he'd rather write 
a program to add up a column of numbers than add them up 
himself. 

Nitchals claims not to have the personality for business and ne- 
gotiations, but he does have a very definite personality that makes it- 
self apparent through his games. 

While other game writers were developing ways for us to shoot 
aliens and enemy spaceships, Nitchals's Bug Attack had us shoot- 
ing at ants, butterflies, and millipedes while being serenaded by an 
old campfire song, "The ants go marching two by two, hurrah, 
hurrah. . . ." 

In Microwave, the music Nitchals chose to accompany the maze 
game included the theme from the Star Wars cantina and a chase 
tune from Keystone Cops flicks. In this game, which Nitchals co- 
wrote with Zimmerman, the hero is not a warrior, he doesn't fly a 
spaceship, and his mission is not to kill things to score points. He is 
Teddy the Salvageman, a teddy bear in overalls. His only weapon is 
used for defense, and his mission is to go around picking up calcu- 


lators, hammers, and other assorted objects in order to repair his 
spaceship. 

"We were all at Jay's house one night working on shapes and 
characters for Microwave, and the teddy bear was the cutest look- 
ing shape at the time, so we just stuffed him in there, and it worked 
and looked good," explains Nitchals. 

For a programmer who chooses things because they're cute, it 
comes as little surprise that one of Nitchals's favorite games is 
Sneakers, for the sound effects when bonus points are awarded, its 
variety of characters, and its general pleasantness. "With those little 
smily faces on the sneakers, it has a bright, colorful, cheerful way 
about it." 

Is There Life after Twenty? Nitchals is young even by program- 
mers' standards. His high school classmates are trying to devise ways 
of becoming millionaires by the time they're thirty. Nitchals wants to 
make it by twenty-five. "If I can't find it in programming games, I'll 
find something else that's more profitable," he projects. "But it has 
to be fun. Right now it's just for fun, and I want to keep it that way." 

What does a twenty-year-old game programmer who's the cen- 
ter of a successful company do in his spare time? No, it's not push- 
ing big bucks into high-style entertainment and fast living but, rath- 
er, pushing quarters into his favorite video arcade machines: Ms. 
Pac-Man, Tempest, and Tron, a game for which he held the high 
score in the San Diego area. 

If he's not in the arcades, you might find him engaging in other 
favorite pastimes: riding the bumper boats at the local miniature 
golf park or at home listening to the Police, Styx, Elton John, Heart, 
or the Electric Light Orchestra. 

Nitchals is a simple person with not much to distinguish him 
from the next person his age — except for his considerable accom- 
plishments at Cavalier. A person who is as softspoken as his games 
are entertaining, he enjoys what he's doing and sees no reason to 
change. §9 


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SEPTEMBER 1982 


7 



Screenwriter II . . 

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Bag of Tricks 

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Pac-Man Champ: 
Ready on the Set 



At fifteen, Matthew Laborteaux already has significant accom- 
plishments to be proud of. He plays Albert Ingalls on "Little House 
on the Prairie," and, with a score of 1,200,000, he's the national Pac- 
Man champion. 

He took the title April 25 in a warehouse in Santa Monica 
stocked with Pac-Man machines provided by the tournament's 
sponsor, People magazine. Last October, he placed tenth in the 
Centipede playoffs at the Atari world championships in Chicago. 

Laborteaux did not attain his current level of expertise over- 
night. He started with the early Pong games and got a video car- 
tridge system when they were first introduced; but he found the 
games insufficiently challenging. Wandering back to the arcades, he 
witnessed the birth of Space Invaders and Asteroids, but he wasn't 
really hooked until Missile Command. 

"It's probably my best game. I enjoy it— that type of action— a bit 
more than Pac-Man," Laborteaux says. But the maze game, in its 
current and most bizarre form, is still close to his heart: "My favor- 
ite right now is Dig Dug. I tried to get into Zaxxon, but it was just 
too hard." 

And that's a problem. "Once you've got the patterns down, a 
game is easy. Then they come out with harder games and it takes 
longer than the standard two minutes of playing time even to fig- 


ure out how to play. You have to keep plugging in quarters just to 
see what the game is." 

Like many arcade fans with a finite supply of quarters but higher 
standards for graphics and animation than home game machines 
can deliver, Laborteaux is gravitating toward a personal computer. 
He has taken a course in the Apple II, and, due to his ongoing suc- 
cess with Atari's products, he's considering the purchase of an 
Atari 800. 

In the meantime he has his own personal Pac-Man arcade ma- 
chine — the spoils of victory — and a plaque commemorating his feat. 

And he has time to get in shape to meet the inevitable challeng- 
ers who'll want to see just how fast he really is. 31 


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SEPTEMBER 1982 


9 



It's a bright and sunny day. You're walking along the street to the 
store when suddenly a giant pit opens up under your feet, and you 
tumble head over heels two thousand feet down into the ground, 
splashing into a vast subterranean lake. Coughing and gasping, you 
fight your way to the surface and swim frantically for the shore of an 
island that's less than a hundred feet from you. You're more than 
halfway there when a giant water snake bursts through the surface 
and grabs you. . . . 

Sound familiar? Let's hope not; it's made up. But that's beside 
the point, said point being overhype, or overdramatization. Much 
of what goes on in game software is overpublicized, overrated, or 
overcriticized. Credit where credit is due, yes; but there is a shady 
area where the ignorance of the public blends in with the natural 
wish of an author for recognition, and this puts an aura of mystique 
around things that don't quite deserve it; people then say, "Wow, 
that's neat, but I could never do that." 

Not so. And we'll show you one case, if you'll follow along quiet- 
ly so as not to disturb Gadanya, jealous keeper of the crypt of 
algorithms. 

You're Moving through Another Dimension. We live in a three- 
dimensional world (well, perhaps more, but that's clouding the pic- 
ture). Yet merely by closing one eye, we can erase the usual third di- 
mension, forcing ourselves to infer it from contrast and shading and 
perspective, a task most of us perform fairly well. The ephemeral na- 
ture of our depth perception, joined with our historic desire to rep- 
resent three dimensions where there are only two — in paintings, 
architectural drawings, horror movies, and Viewmaster slides— has 
made us masters of illusion. As we advance in the field of computer 
graphics, it's not surprising that we should quickly take on the chal- 
lenge to create three dimensions on the computer. 

How? We can take a couple of the tricks that artists have learned 
during the last few hundred years, apply them, and see what we get. 
Let's try shading, contrast, and perspective. Now let's pick some- 


thing to put them in. Something that's popular and nifty. Some- 
thing that's not too hard, because we're all a bit lazy. Something like 
a 3-D maze plotter. Yeah, that sounds good. 

Well, let's set some limits because, after all, we have a limited 
medium to work with. The maze (underground dungeon, house, 
whatever) will be composed of right-angle tunnels all of the same 
size, and made of a boringly perfect substance. The only remark- 
able feature for now will be doors, sans doorknobs (well, you know 
how easily they break off; besides, the original planning estimate 
didn't include cost overruns, so the Kobolds left the extras out). And 
we'll do no shading or other fancy things like that that eat up time 
and memory. 

The basic idea is one of perspective; the farther away something 
is, the smaller it looks. Eventually, we reach a vanishing point, where 
objects that stretch out far enough converge to a point as we see it; 
for an example, we'll look at a corridor. Observe the illuminating 
figure 1. The picture is that of two parallel rows of blocks dwindling 
off into the distance; note that the point at which they converge is 
still within the picture frame. It's possible for the vanishing point to 
be out of the picture or for there to be more than one vanishing 
point, but, again, let's not get too complicated right away, okay? 

Let's get down to juggling a few electrons along silicon-metal 
pathways. Objects right in front are full size; something very far 
away is, for all practical purposes, no size at all; and in between 
those two extremes an object's size is inversely proportional to its 
distance from the front. Let's do more simplifying, keeping in mind 
that computers prefer things to go in multiples of two. If the object 
is halfway to the vanishing point, it'll be half size. Three-fourths of 
the way there, and it'll be one-quarter its beginning size. Seven- 
eighths of the way there, it'll be one-eighth normal size. And so on. 
This gives us our first bit of concrete math: 

(shrinking factor) = 1 - (distance to vanishing point /distance to 
the front) 


10 


S O F T L I N E 



Figure 1. 


Figure 2. 


Figure 3. 


The Root of the Corridor Cubed. Now we need to draw some 
more pictures and see if we can derive some plotting equations 
from them. Let's make things even easier. Our corridors will be in 
cube segments, say eight by eight by eight feet (ten foot cubes are 
so pedestrian, don't you think?); this gives us an easy angle on the 
perspective and proportion. 

Look at figure 2 and pretend that you see a corridor stretching 
off into the distance. The vertical lines are there to help you pre- 
tend; each one marks off one of those eight by eight by eight foot 
cubes, and each wall panel is eight by eight feet. Now type this 
Applesoft quickie into the Apple and run it: 

10 HGR : HCOLOR= 1 

20 XI = 41 : X2 = 169 : Y1 = 15: Y2 = 143 : CX = 105 : CY = 79 
30 HPLOT XI, Y1 TO X2,Y1 TO XI, Y2 TO X2,Y2 TO XI, Y1 
40 HPLOT XI, Y1 TO X1,Y2 : HPLOT X2,Y1 TO X2,Y2 
50 XI = (XI + CX)/2 : X2 = (X2 + CX)/2 : Y1 = (Y1 + CY)/2: 

Y2 = (Y2 + CY)/2 
60 GOTO 40 

Amazing, isn't it? All right, you're only slightly impressed, but 
we've taken a small step on the way and introduced even more sim- 
plifications. The vanishing point is in the center of the screen; thus, 
all the lines that vanish to the center are forty-five degree lines, and 
that simplifies our math tremendously. 

Now, what math have we done so far? We have a center, and we 
have left and right wall panels that converge toward it. Each panel is 
half the size of the one before it, and each panel stretches halfway 
to the center. Look at figure 3 as we introduce some more math. 

XI, Y1 through X4,Y4 form the outer boundaries of the two 
panels, left and right, and X5,Y5 through X8,Y8 form the inner 
boundaries; CX,CY is the center vanishing point. Drawing the left 
right panels is easy enough. 

Left panel: 

HPLOT XI, Y1 TO X5,Y5 TO X8,Y8 TO X4,Y4 TO XI, Y1 
Right panel: 

HPLOT X2,Y2 TO X6,Y6 TO X7,Y7 TO X3,Y3 TO X2,Y2 
But what about the next set of panels? And the next, and so on? 
And where do all the variables come from? 

Y Not? XI, Y1 to X4,Y4 are predefined; we have to start some- 
where. They form the outer window within which everything is 
drawn. And (listen!!) X5,Y5 to X8,Y8 are calculated from XI, Y1 - 
X4,Y4 and CX,CY. How? Easy. If each panel goes half the remaining 
distance to the center, then, for example, X5 is: 

X5 = XI + (CX - X1)/2 = (XI + CX)/2 
where (CX - XI) is the distance from XI to CX. We divide that by 
two, and add it to XI to find X5, and, presto chango, we've got it. 
The others come similarly: 

Y5 = Y1 + (CY - Y1)/2 = (Y1 + CY)/2 

X6 = X2 - (X2 - CX)/2 = (X2 + CX)/2 

X6 = Y2 + (CY - Y2)/2 = (Y2 + CY)/2 

X7 = X3 — (X3 - CX)/2 = (X3 + CX)/2 

Y7 = Y3 — (Y3 — CY)/2 = (Y3 + CY)/2 

X8 = X4 + (CX - X4)/2 = (X4 + CX)/2 

Y8 = Y4 - (Y4 - CY)/2 = (Y4 + CY)/2 

To interject a note from an efficiency-minded world, XI and X4 are 
the same, X2 and X3 the same, Y1 and Y2 the same, and Y3 and Y4 
are also the same. It's just easier to use them all when thinking about 
this. So X5 and X8, X6 and X7, Y5 and Y6, and Y7 and Y8 are also 



Figure 4. 


going to be the same. If you're still here, we actually only need to 
calculate X5, X6, Y5, and Y 7 and get the others from them: 

X8 = X5 : X7 = X6 : Y6 = Y5 : Y8 = Y7 

"Now, Thumper, what did your father say?" "Which one? Oh, 
yeah; waste not, want not." So, once we've drawn the first set of 
panels, we can recycle the variables for the next set of panels, thusly: 

XI = X5 : Y1 = Y5 : X2 = X6 : Y2 = Y6 

X3 = X7 : Y3 = Y7 : X4 = X8 : Y4 = Y8 
and then recalculate a new set of X5,Y5 . . . X8,Y8 and keep on 
going. 

Easy? Easy. Well, what if a panel is missing? (Call the police.) For 
one, we don't draw it. But that just leaves a hole, and to complete 
the picture we should draw what's behind the missing panel. To 
make things easy on us (again), we'll just draw the forward wall of 
the next cube over, if there is a forward wall. So look at figure 4, and 
we'll discuss drawing those left and right forward walls. 

Start with the left missing panel and the front wall behind it (a 
front or forward facing wall is one that is staring us full in the face, 
not slanted to one side or t'other). We draw it like this: 

HPLOT X1,Y5 TO X5,Y5 TO X8,Y8 TO XI, Y8 
And the one on the right side will be drawn as: 

HPLOT X2,Y6 TO X6,Y6 TO X7,Y7 TO X2,Y7 

Wasn't that fun? You in the front, say yes. Now let's do some in- 
teresting things. Corridors sometimes end, don't they? And doors 
are usually convenient things, so we should add those. First, let's 
have that corridor end. Look back to figure 4. The corridor ended; 
oh no, what do we do? Square it off, of course. That would be after 
an iteration of left-right panel drawing, so the end would be: 

HPLOT X5,Y5 TO X6,Y6 TO X7,Y 7 TO X8,Y8 TO X5,Y5 
Got it? Good. If you don't have it, we're all in trouble. That's quite 
enough of that. 

Getting Around. Now for the doors (the Beatles come later). Ah, 
doors, those perhaps magical portals to other places and times (yeah, 
five seconds later on the other side of the silly door). Please to refer 
to figure 5. 

We have three kinds of doors to draw: doors on a side panel, 
doors on a front facing wall, and a door at the end of a corridor. The 
last shall be first, because it's the easiest. So how should it go? A door 
is going to have some margin between the left and right sides of the 
wall it's on and some margin from the top of the wall to the top of 
the door. Let us give some assignments. YV is the margin from the 
top of the wall to the top of the door, and XV is the margin from the 
left side of the wall to the left side of the door and also the margin 
from the right side of the wall to the right side of the door. Observe 
figure 5a for enlightenment. 


SEPTEMBER 1982 


11 







The equation for that door is: 

HPLOT X5 + XV, Y8 TO X5 + XV, Y5 + YV TO X6 - XV, Y5 + 
YV TO X6 - XV, Y7 

And so on we trek to the next door, one on a front facing wall, and 
you should cast an inquiring eye on figure 5b. Since we only see half 
of the wall, we're only going to see half of the door, and the two 
plots look like so: 

Left door: 

HPLOT X8 - XV, Y8 TO X5 - XV, Y5 + YV TO X1,Y5 + YV 

Right door: 

HPLOT X7 + XV, Y7 TO X7 + XV, Y6 +YV TO X2,Y6 + YV 
Not too terribly complicated, is it? You'd better say no, because this 
next part is a little complicated — but fun. 

Look at figure 5c. Don't wince; look at it. Scary, isn't it? It 
needn't be; and we'll endeavor to make this at least painless. 

First, let's pull a fact out of the air. In a right triangle with an acute 
angle of forty-five degrees, the two sides next to the right angle are 
of equal length, so if you know the length of one side, you then 


X5, Y5 X6,Y6 


X7, Y7 

Figure 5a. 



possess the terrible secret of the length of the other side. Now, no- 
tice that in figure 5c four right triangles are pointed out; since all 
the lines form angles of forty-five degrees, we have most of the 
knowledge needed to draw the door encoded in the picture. Let's 
dig it out. 

The lower left-hand coordinates of the door are X4 + XV, Y4 - 
XV. That's simple enough. The upper left-hand coordinates are XI - 
XV, Y1 + YV + XV. Check to make sure you understand that. Now, 
the upper right-hand side of the door is X5 - XV, Y5 + YV - XV, be- 
cause we add the YV but have to back up by the amount XV up the 
Y axis. And, finally, the lower right-hand side is X8 - XV, Y8 + XV. 
String it all together and we get: 

Left door (side panel): 

HPLOT X4 + XV, Y4 - XV TO XI + XV, Y1 + YV + XV TO X5 - 
XV, Y5 + YV - XV TO X8 - XV, Y8 +XV 
The right door is similarly (tortuously): 

Right door (side panel): 

HPLOT X3 - XV, Y3 - XV TO X2 - XV, Y2 +YV + XV TO X6 + 
XV, Y6 + YV - XV TO X7 + XV, Y7 +XV 
And there we have it, all the math we get for now. 

Get Back in Your Cell. Therefore, on to the program I But, be- 
fore that, we have to mention something nasty, so close your ears, 
data structures. 

A maze plotter is actually pretty useless without a maze to plot 
(but it looks so elegant and pretty!), so we need a way of repre- 
senting a maze in the machine. Again, let's be easy and make the 
maze in those chunks. Then we can turn the maze into a matrix, and 
each cell of the matrix will have a number describing how that eight 
by eight by eight foot cube looks; where the walls are, and where 
the doors are. So we have a matrix, A%(100,100), say. It's pretty large, 
and it's full of integer numbers. Each number has five parts: one for 
each of the four directions, north, east, south, and west, and a spe- 
cial number, which we'll put off until later. Now, delving a bit into 
machine language origins, an integer number is sixteen bits long. So 
we give each of the directions three bits, and the special number 
gets four bits. If this all seems meaningless, be patient, because now 
we'll come back to reality. 

This means that a cell edge can be one of eight things. Right 
now, there are three. They are: 

0 wall 

1 empty space 

2 door 

To put a cell number together, do this: 

cell# = (special) *4096 + (north type)*512 + (east type)*64 + 
(south type) *8 + (west type) 

For example, the cell number for a cell with a wall to the north, 
doors to the east and west, and space to the south would be: 

cell # = (0 * 4096) + (0 * 512) + (2 * 64) + (1 * 8) +2 = 138. 
The program, of course, has to be able to reverse this, and there's a 
subroutine at 1600 that does this; XX, YY is the address of the cell you 
wish to explode into full form. A discussion of that is for later, also. 

So, here at last is the program, and nothing can stop it! Cast an 
eye on the listing, and read along. 

Lines 10 through 80 set up few global variables needed and set 
up the maze in the matrix A% (100,1 00). D is the direction you face in 
the maze: 1 = north, 2 = east, 3 = south, 4 = west. XC,YC are the 
coordinates of the cell you're standing in. RR is the depth the corri- 
dor (or room or whatever) is drawn to; it's impractical actually to try 
to draw to infinity. 

Lines 90 through 130 print the direction you're facing, and the 
cell you're in. Simple enough. Then line 140 sets up the depth 
counter and calls the actual maze plotter subroutine. 

Lines 190 through 260 ask which direction you'd like to move, 
and then branch to a likely area to move or turn you, as the case 
may be. The keys used are:<- (turn left), - >(turn right), +; (move 
forward one step), and ?/ (move backward one step). 

Lines 270 through 400 are the bits of code that change the direc- 
tion and/or XY coordinates; simple enough. Lines 410 through 430 
are a teleport (why not?),; push T. 


12 


S O F T L I N E 






Figure 6a. Figure 6b. 


Lines 1000 through 1840 are the maze plotter and ancillary sub- 
routines. But hold it; there's one last thing, and, really, only one, that 
we need to discuss. The burning topic that couldn't be held back 
any longer is: peripheral vision. "Oh," you say, "but how does 
that . . .?" Stop! Don't commit yourself. Just read this. 

We can plot ahead of us, and to either side of that, but what of 
the cell we're standing in? Do we cop out and say, "Well, I'm stand- 
ing on the very frontmost edge of the cell I'm in, and consequently 
can't see anything of it?" No. No. NO! Let's be a bit more classy, and 
draw just a bit of the cell we're in, tacking that on to the outside of 
the window that everything else is in. Look at figures 6a and 6b, and 
decide which you like better. But pick 6b anyway, okay? Good. 

This creates a bit of a problem, because the first bit is a special 
case and needs special treatment in spots. So we'll explain all that as 
it comes up. 

1000 clear the hi-res screen and set color to green 

1010-1020 set up special case coordinates for peripheral vision 
cell 

1030-1040 set up normal outer window coordinates 
1050 define the center coordinates 

1060 set up special case XV and YV 

1070 get starting cell coordinates 

1080 skip recalculating of X5,Y5 . . . X8,Y8 the first time 

around 

1090-1130 calculate X5,Y5 . . . X8,Y8 and XV, YV 

1140-1150 get left wall number; if space, goto left wall extend 

1160 if not door, then skip door plot 

1170 if not first cell (peripheral) then skip special case 

1180 plot peripheral left panel door and skip to 1200 

1190 plot left panel door 

1200-1220 plot left panel wall and goto right side plot 
1230 get cell to the left of current cell; if no front-facing 

wall, skip to right side plot 

1240 if no door, then skip door plot 

1241 if not peripheral cell, then skip special case 

1242-1243 plot peripheral left-facing door and skip to 1260 

1250 plot left front-facing door 

1260 plot left front-facing wall 

1270-1390 repeat the same thing, but for the right side instead 
1400-1410 reset XI, Y1 . . . X4,Y4 to start of next panels 
1420-1430 if the cell just plotted has a forward wall, then goto 
1500 to finish off the plot 

1440-1470 otherwise, get the address of the next cell in the 
direction D 

1480 if depth counter has reached zero, then end 

1490 otherwise, go back to 1090, recalculate X5,Y5 . . . 

X8,Y8 and keep going 

1500 square off the end of the corridor 

1510 if no door then skip door plot 

1520 get appropriate XV and YV 

1530 make the door 

1540 return from maze plotter 

1600-1700 expand the cell at XX, YY to the four directions and 
special number 

1800-1840 get address of cell in direction P from the cell at X,Y 
3000-3190 set up the maze in matrix A%(100,100) 

Wasn't that just ever so? So type it in, or get some other hapless 


wight to do that for you, and run it. No! What's a fir . . . next loop? 
Got it fixed? Good. 

After you've run the program a bit, you may begin to think that 
it's not quite all perfect, and you'd be perfectly justified in thinking 
that (nasty of you, but justified). What's wrong with it? Well, for one, 
we're drawing a very narrow picture, one that extends straight out in 
front of us and just barely to the right or left, and that gives funny re- 
sults at times— anytime that we look into a space that's bigger than 
one cell. Also, it looks a bit barren, with only doors to ornament the 
long, lonely tunnels. 

Will the open space problem be fixed? Will there ever be any- 
thing but doors in our maze? Will Conan, erstwhile King of 
Cimmeria, ever find his way into the maze? Will you ever get out? 
Will there be another part to this article to explain everything we've 
mentioned but put off until far too late? Only time can answer those 
questions. 

This article is brought to you in part by the formation of the 
Earth, an event that led indirectly to my being here. 


10 LOMEM: 16384 
20 DIM A%(1 00,100) 

30 HOME 

40 VTAB 10: HTAB 6: PRINT "THE MOUNDS OF CTEIA" 

50 REM ********** MAZE: 3D -PLOTTER 
60 GOSUB 3000 

70 D = 2:XC = 1:YC = 1:RR = 5 
80 SP = 0 

90 HOME : VTAB 23: HTAB 35: IF D = 1 THEN PRINT "N"; 
100 IF D = 2 THEN PRINT "E" 

110 IF D = 3 THEN PRINT "S" 

120 IF D = 4 THEN PRINT "W" 

130 VTAB 24: HTAB 20: PRINT XC;" ";YC; 

140 R = RR: GOSUB 1000 

190 VTAB 22: HTAB 1: PRINT "MOVE > 



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IF A$ = CHR$ (8) THEN 270 


220 

IF A$ = CHR$ (21) THEN 290 


230 

IF A$ = THEN 310 


240 

IF A$ = "T" THEN 410 


250 

IF A$ = "/" THEN 330 


260 

GOTO 200 


270 

D = D — 1:IFD = 0 THEN D = 4 


280 

GOTO 90 


290 

D = D + 1:IFD = 5 THEN D = 1 


300 

GOTO 90 


310 

XX = XC:YY = YC: GOSUB 1600: P = 
THEN 350 

D: IF T(D) < > 0 

320 

PRINT CHR$ (7): GOTO 200 


330 

XX = XC:YY = YC: GOSUB 1600: P = 
IF P < 1 THEN P = P + 4 

D - 2: PRINT P: 

340 

IF T(P) = 0 THEN 320 


350 

SP = 0 


360 

IF P = 1 THEN YC = YC - 1 


370 

IF P = 2 THEN XC = XC + 1 


380 

IF P = 3 THEN YC = YC + 1 


390 

IF P = 4 THEN XC = XC - 1 


400 

GOTO 90 


410 

HOME : VTAB 22: HTAB 1 


420 

INPUT "TELEPORT TO (X,Y) ";XC,YC 


430 

GOTO 90 


1000 

HGR : HCOLOR= 1 


1010 

XI = 27.Y1 = 1:X2 = 183:Y2 = 1 


1020 

X3 = 183:Y3 = 157:X4 = 27:Y4 = 157 


1030 

X5 = 41 :Y5 = 15:X6 = 169:Y6 = 15 


1040 

X7 = 169:Y7 = 143:X8 = 41:Y8 = 143 


1050 

CX = 105 :CY = 79 


1060 

XV = 2:YV = 18 


1070 

X = XC:Y = YC 



1080 GOTO 1140 
1090 X5 = (XI + CX) / 2:X8 = X5 

1100 X6 = (X2 + CX) / 2:X7 = X6 

1110 Y5 = (Y1 + CY) / 2:Y6 = Y5 

1120 Y7 = (Y3 + CY) / 2:Y8 = Y7 

1130 XV = (X5 - XI) / 4:YV = (Y4 - Y1) / 8 

1140 P = D — 1:IFP = 0 THEN P = 4 
1150 XX = X:YY = Y: GOSUB 1600: IF T(P) = 1 THEN 1230 
1160 IF T(P) = 0 THEN 1200 
1170 IF R <> RR THEN 1190 
1180 HPLOT 29,155 to 29,21 TO 27,19: GOTO 1200 
1190 HPLOT X4 + XV, Y4 - XV TO XI + XV, Y1 + XV + YV TO 
X5 - XV, (Y5 + YV - XV) TO X8 - XV, Y8 + XV 
1200 HPLOT XI, Y1 TO X5,Y5: HPLOT X4,Y4 TO X8,Y8 
1210 HPLOT X5,Y5 TO X8,Y8: IF R <> RR THEN HPLOT 
XI, Y1 TO X4,Y4 
1220 GOTO 1270 

1230 GOSUB 1800:XX = XE:YY = YE: GOSUB 1600: IF T(D) = 1 
THEN 1270 

1240 IF T(D) = 0 THEN 1260 

1241 IF R <> RR THEN 1250 

1242 HPLOT 29,143 TO 29,31 TO 27,31 

1243 GOTO 1260 

1250 HPLOT X5 - XV, Y8 TO X5 - XV, Y5 + XV TO X1,Y5 + XV 
1260 HPLOT XI, Y5 TO X8,Y5 TO X8,Y8 TO XI, Y8 
1270 P = D + 1:IFP = 5 THEN P = 1 
1280 XX = X:YY = Y: GOSUB 1600: IF T(P) = 1 THEN 1360 
1290 IF T(P) = 0 THEN 1330 
1300 IF R <> RR THEN 1320 
1310 HPLOT 181,155 TO 181,21 TO 183,19: GOTO 1330 
1320 HPLOT X3 - XV, Y3 - XV TO X2 - XV, Y2 + XV + YV TO 
X6 + XV, Y5 + YV - XV TO X7 + XV, Y 7 + XV 
1330 HPLOT X2,Y2 TO X6,Y6: HPLOT X3,Y3 TO X7,Y7 

to page 26 





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14 


S O F T L I N E 



Part 2: Random Composition 
and Musical Indirection 

Music plays an important role in our lives. We encounter it at 
work and at play, traveling down the road — even the telephone 
hold button plays us music. It should come as no surprise, then, that 
when presented with a computer equipped with sound generators, 
the first question most people ask is, "Can it play music?" 

Notes on the Atari. Creating musical notes with the Atari is pret- 
ty easy. A table of pitch values for the notes is provided in the Atari 
Basic manual and in the Technical User's Notes. To play middle C, 
we look it up in the table and find the value 121. Placing this in the 
audio frequency register of a given channel will produce a middle 
C, provided we're using the "pure tone" distortion parameter, 10. 
(Why this won't work with other tones is beyond the scope of this 
discussion; we'll deal with it at a later date.) If you're in Basic, the 
command: 

SOUND 0,121,10,8 
will do the job. 

Playing chords is a simple matter of looking up each note in the 
chord and plugging the corresponding value into a different sound 
channel. With four channels, you can form many complex chords 
(Cm9, F#maj7, and so on) or stick to a melody line with simpler voic- 
ings. To give the music rhythmic structure, preprogrammed music 
can be stored in a data table with duration values; the program, in 
turn, uses the duration value as a counter in a delay loop before 
playing the next note. 

Random Composition. Producing random music is a little hard- 
er. There is a wealth of pitch values that don't fit into the equally 
tempered scale; in fact, if we just load random data into the fre- 
quency registers, the chances are roughly seven out of eight that 
we'll get one of these in-between pitches. The resulting noise will 
drive any person mad in the space of a few minutes. The problem is 
compounded by the absence of any obvious correlation between 
the musical intervals and their numerical equivalents. A half step at 
the bottom of the Atari's range is thirteen; a half step at the top is 
two. No workable formula is going to translate from musical inter- 
vals to pitch values. 

The obvious solution is to store only "correct" values into a ta- 
ble and then randomly select a pointer to retrieve one of those 
values. This works, but as a stand-alone composer it has all the mu- 
sical validity of a gorilla bashing away at a Wurlitzer. The notes are 
equally tempered, yes, but only the most avant-garde would call it 
music. Music distinguishes itself from random noise by having a for- 
mat, something for the mind to catch and interpret. Music written 
within a format becomes a mix of expectation and surprise, and the 
craft of the composer lies in the creative way these two elements are 
combined. 

A common format found in music is that of "key." Though there 
are twelve notes between octaves, many combinations of these 
notes will be nonsonorous, or harsh, to the ear. Nonsonorities can 
be used effectively, but care must be taken to use them skillfully, 
much like a good cook uses his hottest spices: sparingly, and always 
with a reason. By limiting the possibilities of note combinations be- 
fore us, scales help us organize the tones into more sonorous se- 
quences, and thereby increase our control over what nonsonorities 
we choose to include. 

One of the most used scales in Western music is the major scale. 
It follows the pattern (given in terms of "steps"; for example, C to 


C# is a half step, C to D is a whole step): 

1 , 1 , 1 / 2 , 1 , 1 , 1 , 1/2 

Note that the pattern is not symmetrical, which will give the ran- 
dom composer fits in much the same way the nonpredictable pitch 
values did. The situation becomes really muddled if we want the 
composer to do something sexy like switch keys or correctly form 
and resolve common chords within the scale. Some sort of software 
device is needed to keep all these numbers organized. 

Indirection. Atari owners should be familiar with the concept of 
indirection; the color registers are a method of indirectly specifying 
color. Rather than plotting the number of a color, the Atari plots the 
name of a color register that specifies the color. For example, put- 
ting a two into the screen display area does not mean display color 
2, it means display whatever color is in color register 2. If color regis- 
ter 2 contains fifteen, then color 15 will be displayed. This is an ex- 
tremely powerful graphics tool, for large amounts of previously 
plotted points can change color instantly with the movement of a 
single byte. 

Indirection is an important concept because it lets us operate on 
data in terms of categories. We manipulate classes of data grouped 
together by their similarities, and in so doing we ignore the trivial in- 
dividual characteristics found inside a class. To return to the color 
register example, we operate on data in terms of their similarity — 
they are all specified by register 2— and ignore their individual char- 
acteristics, the X and Y coordinates of each point. 

What does this have to do with random music composition? In- 
direction, by letting us operate on similarity, allows us to concen- 
trate on function. The notes in a scale, the chords formed in the se- 
ries, all have specific functions depending on their position in the 
key. If the random composer is to resolve tones correctly, it must 
recognize and manipulate notes according to their functions in the 
scale. 

For example, a crucial tone in the scale is the leading tone, the 
last note in the scale. The leading tone has a strong compulsion to 
lead into the note above it, the tonic (the first note in the scale). 
When we follow the leading tone with the tonic, we say we have re- 
solved the tone: we have provided it with a satisfactory conclusion. 

In the key of C, the leading tone is B, which means it will have a 
strong compulsion to resolve to C. In the key of E, however, B is not 
the leading tone: it is the fifth tone in the E major scale, not the sev- 
enth, and has no compulsion to move at all. We have, then, two en- 
tirely different functions for the same note, depending on its rela- 
tionship to the key. 

If a random composer is going to produce music with any intel- 
ligence, it must recognize the note not according to pitch, which is 
actually a trivial characteristic, but according to its function in the 
key. This means we have to deal indirectly with the note; specify it 
according to its relationship, and let some other software mecha- 
nism take care of the trivial pitch specifications. 

Pitching Tonic. In our sample program, notes are specified by 
their relationship to the current key. This number will run from zero 
to six, with seven being the tonic an octave higher. The number is 
then converted into an offset by reading data from the table at 
1100-1107. These data statements convert the sequential note spec- 
ifications into the correct interval pattern for a major scale. 

Before playing a note, the program adds the offset thus ob- 
tained to tonic , which specifies the key. This number is the real 
number of the note to be played, and is converted to a pitch value 


15 


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by reading the array pitch , then output to the sound generators. All 
this footwork enables us to specify notes in any key with the num- 
bers zero through six. In our leading tone example, we would test 
for tone 6; if true, the note would be resolved to a 7, or alternative- 
ly, 0 (the same note an octave lower). This decision is made ir- 
respective of the key being played. 

The same idea is applied to the chordal accompaniment. Chords 
are specified by their roots' relationship to the key, and the follow- 
ing chord is dictated by the rules of resolution set up in the pro- 
gram. For instance, whenever a IV chord is played, there is a 50 per- 
cent chance that the key will be changed (lines 1490 through 1510). 
The new key selected will always be a fifth below the chord (line 
1510; we add ten chromatic steps). 

The Listing. Initialization is located at the end of the program, at 
lines 1400 through 2020. This was done to speed up execution of the 
main program loop at lines 100 through 890. 

The pitch translation table is read into array pitch at line 1420. 
This line is skipped when initialization is reentered. 

Lines 1450 through 1540 write a chord pattern for the piece 
based on the function of the chord in the previous measure. Add 
your own rules for resolving chords here. 

Lines 1550 through 1590 create an eight-note pattern that is used 
to give structure to the melody. Lines 1600 through 2020 set up the 
graphics routine. This routine draws a line from a moving point to a 
stationary centerpoint in the upper left quarter of the screen, and 
then mirrors the pattern into the remaining quarters of the screen 
using the popular kaleidoscope algorithm. No claims to original- 
ity are made here, but the pattern produced is pleasing and is a 
good demonstration of the Atari's ability to maintain graphics and 
sound at the same time. 

Lines 110 through 160 play the chord pattern. Note that the first 
three entries of the data table at 1100 through 1107 are borrowed to 
get the offsets from the root necessary to form the chord (the root, a 
third above, and a fifth above). This double use of the table occurs 
because the numbers are coincidentally the same. 

Lines 170 through 380 play the melody. This melody, unlike the 
chord pattern, is not figured out ahead of time. Rules for tone reso- 
lution are in lines 190 through 340. If the rules don't apply, a ran- 
dom note is selected from the scale, with a 50 percent probability of 
actually being a note in the chord (line 300). 

Lines 400 through 480 take care of moving the graphics points 
and drawing lines. Because this routine's execution time is a func- 
tion of the length of the lines being drawn, it also is an interesting 
tempo control for the music: when the display gets busier, the mu- 
sic plays faster. 

When thirty-two bars have been played, the screen is cleared, a 
new chord pattern is written, and the program repeats. While the 
chord pattern is being written, line 1450 plays the scale of the last 
key played to keep the transition smooth. 

This program is really a jumping-off point for playing with music 
theory. The rules defined are the bare minimum necessary to make 
sonorous music. The more rules you add, the more intelligently the 
program will compose, and the less random the results will seem. 
More importantly, creative effort in the definition of a music system 
will pay off in an increased understanding of music, texture, and 
style. 

In the next article, we'll take a look at the internal details of 
Atari's sound generators and find out why the pitch tables only work 
with distortion parameter 10. 

10 REM ******************************************** 

20 REM * AN AUDIO-VISUAL MEDITATION * 

30 REM * by Bill Williams * 

40 REM ******************************************** 

50 DIM PITCH(36),PATTRN(31),TONIC(31),MOTIF(7) 

60 FETCH =800 

70 REM CALL INITIALIZATION 

80 GOSUB 1420 

90 REM **MAIN PROGRAM LOOP** 


16 


S O F T L I N E 




100 FOR BAR=0 TO 31 

110 REM UPDATE CHORD 

120 FOR VOICE=0 TO 2 

130 RESTORE 1100+VOICE:READ OFFST 

140 OFFST= OFFST+PATTRN(BAR) 

150 GOSUB FETCH :SOUND 

VOICE,PITCH(TONIC(BAR)+FOUND),10,4 
160 NEXT VOICE 
170 REM NOW FOR THE MELODY 
180 FOR BEAT=0 TO 3 
190 IF MELODYoll THEN 220 
200 IF RND(0)<0.7 THEN MELODY=12:GOTO 370 
210 MELODY=0:GOTO 370 
220 REM PLAY MOTIF? 

230 IF THEMEF=0 OR RND(0)<0.1 THEN 270 
240 THEMEP=THEMEP+1:IF THEMEP > 7 THEN 
THEMEP=0:THEMEF=0 

250 OFFST=PATTRN(BAR)+MOTIF(THEMEP) 

260 GOSUB FETCH :MELODY= FOUND :GOTO 370 
270 REM START MOTIF? 

280 IF RND(0)< 0.15 THEN THEMEF=1 

290 IF MELODY=5 THEN MELODY=4:GOTO 370 

300 IF RND(0)<0.5 THEN 350 

310 REM PICK NOTE IN CHORD 

320 RESTORE 1100+INT(RND(0)*3) 

330 READ OFFST:OFFST=OFFST+ PATTRN (BAR) 

340 GOSUB FETCH :MELODY=FOUND:GOTO 370 
350 REM ANY RANDOM NOTE 
360 RESTORE 1100+INT(RND(0)*6):READ MELODY 
370 REM "PLAY MELODY** 

380 SOUND 3,PITCH(TONIC(BAR)+MELODY+12),10,6 
390 REM ** GRAPHICS ROUTINE ** 

400 X=X + DX:IF X<0 THEN X=0:DX=-DX 

410 IF X>159 THEN X=159:DX = -DX 

420 Y=Y+DY:IF Y<0 THEN Y=95 

430 IF Y>95 THEN Y=0 

440 PLOT CX,CY:DRAWTO X,Y 

450 PLOT 319— CX ( CY:DRAWTO 319-X,Y 

460 PLOT CX,191 - CY : DR AWTO X,1 91 - Y 

470 PLOT 319- CX,191 — C Y : DRAWTO 319-X/I91-Y 

480 IF RND(0)<0.1 THEN 

CX= INT(RND(0) *160):CY=INT(RND(0)*%) 

490 NEXT BEAT: NEXT BAR 

500 GOSUB 1440:GOTO 100 

800 REM FETCH SUBROUTINE 

810 IF OFFST>6 THEN OFFST=OFFST-7 

820 RESTORE 1100+OFFST:READ FOUND 

830 RETURN 

1000 REM PITCH VALUE TABLE 

1010 DATA 243, 230,217,204,193,182,173,162,153,144,136,128, 

1 21 ,1 1 4,1 08,1 02,%, 91 ,85,81 ,76,72 
1020 DATA 68,64,60,57,53,50,47,45,42,40,37,35,33,31,29 

1100 DATA 0 

1101 DATA 2 

1102 DATA 4 

1103 DATA 5 

1104 DATA 7 

1105 DATA 9 

1106 DATA 11 

1107 DATA 12 

1400 REM ** INITIALIZATION ** 

1410 REM 1420 IS "COLDSTART" 

1420 TONIC(31)=0:PATTRN(0)=0:FOR L=0 TO 36: READ 
A:PITCH(L)=A:NEXT L 
1430 REM 1440 IS "WARMSTART" 

1440 TONIC(0)=TONIC(31) 

1450 FOR BAR=1 TO 31:RESTORE 1100+INT(BAR/4):READ 
A:SOUND 3,PITCH(A+TONIC(0)),10,4 
1460 TONIC(BAR)=TONIC(BAR— 1) 


1470 IF PATTRN(BAR-1)=6 THEN PATTRN(BAR)=0:GOTO 
1520 

1480 IF PATTRN(BAR-1)=1 AND RND(0)<0.8 THEN 
PATTRN(BAR)=4:GOTO 1520 
1490 IF PATTRN(BAR— 1}< >3 OR RND(0)<0.5 THEN 
PATTRN (B AR) = I NT (RN D(0) *7) :GOT O 1520 
1500 REM CHANGE KEY 

1510 PATTRN (BAR) = 0:TONIC(BAR)=TONIC(BAR)+10: IF 

TONIC(BAR)>l1 THEN TONIC(BAR)=TONIC(BAR)-12 
1520 SOUND 3,PITCH(TONIC(0)+12),10,4 
1530 IF PATTRN(BAR)>6 THEN 

PATTRN(BAR)=PATTRN(BAR)-7 
1540 NEXT BAR 
1550 REM SET UP MOTIF 
1560 FOR L=0 TO 7 
1570 IF RND(0)<0.7 THEN RESTORE 
1100+INT(RND(0)*3):READ 
OFFST:MOTIF(L) = OFFST:GOTO 1590 
1580 MOTIF(L) = INT(RND(0)*7) 

1590 NEXT L 

1600 REM **SET UP GRAPHICS** 

1610 GRAPHICS 24:COLOR 1 
1620 IF RND(0)<0.5 THEN 1640 
1630 SETCOLOR 2,RND(0)*16,0:SETCOLOR 
1,0,RND(0)*8+4:GOTO 1650 

1640 SETCOLOR 2,RND(0)*16,RND(0)*6+4:SETCOLOR 1,0,0 
1650 CX= INT(RND(0)*160) :X= INT(RND(0)*160) 

1660 CY = INT(RND(0)*%): Y=INT(RND(0) *%) 

1670 GOSUB 2000:DX=VEC 

1680 GOSUB 2000:DY=VEC 

1690 RETURN 

2000 VEC=INT(RND(0)*4)+1 

2010 IF RND(0)<0.5 THEN VEC=-VEC 

2020 RETURN 


WIZMAKER 

WIZARDRY* CHARACTER 
EDITOR 

By RON RICHARDS 

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• Change experience and hit points. 

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SEPTEMBE R 1982 


17 



by ANDREW CHRISTIE 


/ had read a good many detective novels, as I found they 
were excellent to take one's mind off one's worries. After 
discussing one with my sister, she said it was almost im- 
possible to find a good detective story, where you didn't 
know who committed the crime. I said I thought I could 
write one. 

—Agatha Christie 

It's three a.m. in the city; decent folks are home in bed. The 
wind is still blowing in from the desert, hot and dry and steady, fray- 
ing nerves to a razor's edge; fingers twitch and eyes glance furtively 
at shadows or jerk toward the sound of a match being struck and 
catch the sight of a cigarette end glowing in a doorway. 

Two stories up, there's a light in a window. A mainframe pro- 
grammer is hunched over his terminal, long after hours, stealthily 
punching up hit points, strength, wisdom, charisma, and agility, and 
cackling over his readouts. It's all luck; random chance. He doesn't 
know it. It doesn't mean a thing. Poor sap. 

Meanwhile, across town, wandering kids are checking out the 
Pong game at the Burger Chef, or sneaking into the college recrea- 
tion center to play Asteroids. 

That's how it was. It wasn't much. Origins are always crude. Be- 
tween games that only a programmer could love and games that 
had only a slight edge over the spin cycle at Laundry King, there was 
little to indicate future greatness. But in prehistoric Britain, there was 
little to indicate Shakespeare. 

The health of an art form depends upon diversity. Diversity 
comes with complexity. Complexity comes with culture. If you're 
gonna play games with a computer, sooner or later you gotta go to 
the culture. Otherwise, you wind up as cold meat on a slab, be- 
cause nobody can play the game forever. 

It's that kind of business. 

It Was a Dark and Stormy Night Here's the picture. Sometime 
around 700 A.D., a teller of tales decided to recount the saga of a 
mighty hero with a fast broadsword who performed great deeds and 
saved a village by slaying a monster and its mother. 

Not thirteen hundred years after Beowulf, someone got the idea 
for a new kind of open-ended, role-playing game involving dun- 
geons and dragons. And in a much shorter span of time, someone 
else put it into a computer. 

Thus did the adventure make its way through the cultural ma- 
trix. The current focus of our concern did not take half so long. 
Sometime around April 1841, Edgar Allan Poe, casting about for 
some leisurely occupation "to keep from going mad," something to 
do in between the penning of his "serious" stories, hit upon a new 
idea; a genre composed of "tales of ratiocination." (He had already 
invented the short story sometime previously, making his task that 
much easier.) The first, "Murders in the Rue Morgue," presented a 
brilliant detective, a slightly dim but willing detective's assistant, a 
very dim officer of the law, a lot of false clues, and a climactic reve- 
lation of the solution to the mystery, provided by the brilliant de- 
tective in a room with all the suspects present, at the end of the 
story. 

Everything old was once young. 

Poe's new invention didn't really catch on stateside, but en- 
joyed a modest vogue across the Atlantic at the hands of Wilkie Col- 
lins, Emile Gaboriau, and Charles Dickens. 

After the momentous arrival of Sherlock Holmes in 1887, the en- 
tire genre tended to coast on the reputation of the best-known 
character in English literature until the early 1920s, when Dame 
Agatha had her fateful conversation with her sister, and, along with 
Dorothy Sayers, Margery Allingham, and Dashiell Hammett, cre- 
ated what is commonly known among aficionados as the golden 
age of detective fiction. 

At which point, somebody decided it would make a good game. 



Suddenly a Shot Rang Out. Mr. Ree was an elegant ancestor of 
the perennial Clue (more elegant by far than the current woefully 
streamlined version). In modern times, Electronic Detective uses 
the traditional elements in the service of a logic game with odd/even 
number sequences. Stop Thief brought an extra dimension to 
board games with its marvelously subtle auditory clues — doors and 
windows opening; footsteps, inside and outside; subways. . . . 

But it was the very first games, expensively printed books with 
pictures and diagrams, providing a dossier, evidence, and a packet 
at the end containing the solution, that were the most perfect hy- 
brid of a literary genre that seemed based on games, and games that 
seemed based on books. 

At least it seemed that way to Marc Blank, who discovered the 
Dennis Whitney thirties mystery game novels through a current re- 


18 


S O F T L I N E 




IS AFOOT! 


print series from Mayflower Books. 

Blank and the folks at Infocom were looking for a follow-up to 
Zork; a way to expand on the fantasy game and its relatively unre- 
lated sets of puzzle problems. Reading the old game books, he 
knew he was on to something, except that at the end, the solution 
packet was not able to say, "No, you're wrong; try again"; it simply 
gave you the answer. It was not interactive. 

"We wanted to come up with something where you have ac- 
tion/reaction," Blank recalls, "where you're told the part that you've 
missed after you come up with a potential solution, and you can go 
back and try again." 

What Infocom came up with was the phenomenally popular 
Deadline, first in a series of interactive mysteries for the personal 
computer. The first forays into computer mystery, however, were 


Adventure International's Curse of Crowley Manor and Sierra On- 
Line's Mystery House, the latter fondly remembered today for all its 
cheerful mayhem and thudding bodies, plus an extensive vocabu- 
lary and pioneering graphics. Though these early games are very 
firmly in the adventure mold, the computer mystery can be seen to 
have descended from them, as the literary detective hero— a think- 
ing man of action — descended from the adventure hero. 

Crowley Manor does not have much to do with real life, at- 
tempting a blend of Edwardian mystery with standard-issue fantasy 
demons and wraiths. Mystery House is set in the contemporary 
world, an attraction for those among us who simply are not com- 
fortable with fantasy. As Blank puts it, "When you open a door, you 
don't have to worry about a monster jumping out." 

The mystery is indeed different from the adventure. "When you 
confront a problem, you have to say 'What am I gonna do now,' not 
two hundred moves from now, when you come back to it later. In 
Deadline, we wanted to appeal to the nonfantasy people who 
would rather be part of a real story; people who always wanted to 
participate when they read the books. 

"We designed the game to be open-ended and to have a large 
vocabulary, but at the same time, we didn't want it too large and 
too open." 

A detective story on a computer is a different proposition from a 
detective story in a book. Blank and company had to map out their 
plot twists and build their characters around them. "We couldn't 
throw in some amazing coincidence at the end that solves every- 
thing and that you could never possibly have guessed. You can't run 
all over town looking for clues, and you can't talk to the suspects 
about any subject that comes into your head." 

Somewhere a Door Slammed. If Deadline, with its twenty-five 
thousand words of text and machine-independent language, is the 
Cadillac of the fledgling genre of computer detective fiction, there 
are currently several attractive economy models to choose from. In- 
evitably, they must all be compared to Deadline, as most every- 
thing else in this new genre is likely to be for some time to come. 

Alibi, from Hayden Book Company's Microcomputer Game- 
ware division, offers several levels of play, unlike Deadline, but it's 
far more limited and highly structured. Alibi is essentially author Ian 
Trackman's variation on the stalwart old one-of-them-always-lies- 
and-one-always-tells-the-truth party game. The first discrepancy in 
testimony generally gives you your murderer/liar, knowledge you 
can then use to ascertain place and time. Getting all three correct 
promotes you to the next level — more suspects, more rooms, and a 
longer time span. In play, it resembles Electronic Detective, much 
simplified. The near-infinite different sets of circumstances pro- 
duced by combinations of these variables produces a new "case" 
with every playing, very much in the tradition of Clue. 

For the younger set, there's the nonviolent Snooper Troops, a 
mystery series from Spinnaker Software, the first of which, The 
Granite Point Ghost, does, in fact, go all over town. Ostensibly (and 
successfully) a piece of educational software, this one is a delightful 
surprise. You get to drive around in your Snoopmobile (a '57 
Buick, judging by maneuverability and response, but what the hey), 
choosing your own suspects from a large cast of characters with sep- 
arate identities and personalities. You have several different ways to 
obtain clues, and though your interrogatives are limited, they are 
never repetitive. The first installment of the Snooper Troops series 
proves itself an original, owing nothing to any other game. For its lit- 
erary antecedents, its roots are in the classics of juvenile detective 
fiction, recalling Encyclopedia Brown and the Hardy Boys rather 
than Hercule Poirot or Sam Spade. 

The Maid Screamed; a Woman Fainted. All of the foregoing will 
find their markets among the fans of the type of game each repre- 
sents. But for hardcore mystery addicts, the only actual competition 
for Deadline may well be Sherlock Holmes Consulting Detec- 
tive, released as a bookshelf game last May by Sleuth Publications of 
San Francisco and now programmed for the Atari computer by 

19 


SEPTEMBER 1982 



Voyager Software. It's a game that gives new vistas of meaning to the 
term open-ended. 

Scheduled for a release this fall, the Atari Forth ver- 
sion is a scaled-down rendering of Gary Grady's awesomely com- 
plex and intricate original game, consisting essentially of scenarios 
similar to the Thames Murders from the game case book, and using 
some graphics for a map of Holmes's London, circa 1886, with num- 
bered clue points. Grady, a scholar of the Holmes canon, took two 
years to write the game, and embarked on the project with the idea 
of creating something "more complex than the board games. A 
game like 227 B Baker Street doesn't give a player a choice; you 
have no control over the clue you're going to get and there's no re- 
lationship of the clues to the process of play. We wanted the idea of 
solving a mystery rather than a puzzle." 

For Grady, the difference between a logic game and a mystery is 
that a mystery gives you unexplained events from which you must 
deduce a larger context; a logic puzzle tells you what happened and 
leaves you to infer the specific events that make up that context. 

"In real life, if a policeman walks into a room and finds a dead 
body, that's all he knows." 

Like the original, Voyager's computer translation is planned to 
be a multiplayer game, with players donning the roles of the Baker 
Street Irregulars and competing with Holmes in the streets of Vic- 
torian London to find the solution to each case with maximum dis- 
patch. In the course of investigating the main case, players are lia- 
ble to stumble onto several other unrelated mysteries; part of the 
mystery is finding out how many cases you have to solve. 

Consulting Detective will be regularly updated with new cases, 
all requiring a master disk containing the essential information 
for play. 

A Cloud Passed over the Moon. How to follow Sherlock Holmes 
was a problem before and may prove to be a problem again. (Info- 


corn's next mystery game, planned for release in early 1983, will be 
an eyewitness murder case in which you may prevent the murder 
from occurring or possibly die trying.) It has long been noted that 
the most vital and interesting writers of fiction in America during the 
last fifty years have been mystery writers; detective novel hacks; 
graduates of the pulp thriller, once removed: the Raymond Chand- 
lers, Dashiell Hammetts, and Ross MacDonalds. 

This new breed of computer game may well bring out the best in 
designers and programmers, igniting a comparable renaissance of 
the popular imagination. 

Marc Blank is convinced: 

"In the movie Deathtrap , they show you the body and tell you 
it's dead. It turns out not to be. ... In these games, you examine the 
body. Unlike books and movies, there's no cheating. The intent is 
not to maximize audience surprise, but a player's sense of accom- 
plishment." 

Or as Gary Grady recalls, "Dorothy Sayers once said that the job 
of the mystery writer is to gently take the reader by the hand and 
lead him in the wrong direction. We don't do that." 

That's the essential difference between computer detection and 
the literary mystery, though it all started in the same cradle of pop- 
ular culture. One could take that case as far back as 1794 and Ann 
Radcliffe's Mysteries of Udolpho, which, in recounting the trials of 
a stalwart English couple who endure an extended stay in an an- 
cient Italian castle, bearing up under threats of death, abduction, 
the supernatural, and a general air of menace, probably created sev- 
eral genres at once. Lots of secret panels and underground cata- 
combs, too. 

Thus do the old and enduring genetic materials return and re- 
turn again, crossing over from one medium to another to lend sev- 
eral hundred years of literary tradition to your eager little micro. 
And everything old is new again. Si 


Beat the clock! Outsmart your friends! 

The high-speed dictionary game 

At last, an educational game that's really fun to play! You 
start each turn with a word, 6 definitions, and a counter 
set to 600 points. As time passes the points tick away. The 
sooner you pick the correct definition, the more points 
you get, butthesooneryou guess wrong, the more points 
you lose. 

3 levels of play on one disk: 

• Beginner (ages 9-14) • Regular • Challenge 
2000 words and definitions 

$24.95 

APPLE: 48K - disk — APPLESOFT ATARI: 32 K - disk — BASIC 

Now available on cassette for the ATARI 400/800 
Features: Beginner’s and Intermediate WORDRACE 


YOU CAN PLAY 3 NEW GAMES 

WITH YOUR -VlCucluZC^ 
DISKETTE: ^ 



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• CLAIM TO FAME (600 famous people in history) 

• SPORTS DERBY (600 pieces of sports trivia) 

• Plus more vocabulary words 

$19.95 

Requires WORDRACE disk 



Admit it: you've cursed out your computer. 

Every programmer does it eventually. E ver wonder how it would reply? 


Try ABUSE 

The insult program. 

• Funny • Unpredictable • Interactive 

• Guaranteed to call you something 
you've never been called before! 

$19.95 



ATARI: 40K- 
APPLE: 48K - 


disk - 
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APPLESOFT 


Available at your computer store or direct from DON’T ASK 
Include $2.00 shipping for each program (Calif, residents add 6% tax) 
ATARI is a trademark of ATARI INC. 

APPLE and APPLESOFT are trademarks of APPLE COMPUTER INC. 


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ORIGINAL SOFTWARE FOR THE ATARI 400/800 AND THE APPLE 11/11+ FROM DON'T ASK 


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SIR-TECH 


Gameline 

Serpentine 

By David Snider. 

The beauty of Serpentine is twofold. To begin with, the game is 
devilishly addicting, being endowed with the quality that makes ar- 
cade games worth the bother. You know that if you hadn't made that 
one wrong move you would still be alive, so you find yourself try- 
ing again and again. There is a definite carrot-dangling-on-a-stick 
quality to this game. The other nice thing about the program is how 
well done it is. 

Imagine Chinese dragons squaring off in the midst of a pa- 
rade — tails whipping around corners, tight circular chases with sin- 
uous ninety-degree turns, and some beautifully exasperating flim- 
flam as rival serpents cross paths and come out heads at each end. 

Serpentine is a fresh twist in maze games. You chase snakes' tails 
and they chase yours. It stars two teams of three snakes each: your 
team is blue and theirs is orange. An interesting aspect of the com- 
petition is that both sides are at root identically matched. Only fate 
(and the author, who also wrote Midnight Magic) has made your 
team the good guys. 

Of course, it would only be a wrestling match if both sides 
weren't given handicaps. Orange serpents turn green when you're 
longer than they are, and then you can eat them whole, head on. 
Your team only comes out of the starting gate one snake at a time. 
The enemy snakes come out in threes, and they're seven sections 
long; you're only three sections long to start. 

As the enemy serpents first slink through the maze, you should 
be hunting frogs. Eat a frog that hops into the game and you grow 
one section. Chomping off the enemy's tail whittles him down to 
size but you don't grow. Better to leave him at least two sections 
long so you can eat him head on; then you score more and also gain 
a length. 

Both teams of snakes lay eggs. Theirs are speckled and grow into 
more pesky snakes if not eaten by you. Yours are blue, and when 
they hatch at the end of each round (if they haven't been eaten), 





they inch cutely to home base and go with you to the next of an in- 
credible ninety-nine levels (actually twenty different mazes that re- 
peat; enemy snakes get smarter as you climb). 

With blue and yellow teams in combat, this game only plays well 
on a color monitor. It can be played in black and white as long as 
you keep an eye on your hero and everyone's lengths. You'll have 
to determine when the enemy is head-on edible by knowing when 
it's shorter than you are. 

A maze game played on a joystick can be a slippery chore. Ser- 
pentine responds crisply to joystick as well as keyboard. It's good, 
clean fun and it'll make you reckless. Heavy objects lying near the 
computer should be removed to lessen the temptation to halt the 
inexorable march of the slinky green bandits. 

Between the frogs, the speckled eggs, and the serpents' heads, 
you can score a bellyful of points if you're clever. You can also get 
your little tail nipped off quite often if you're not. So stay hungry, 
pray the frogs are running, and keep your hind end out of trouble. 

Choplifter was a hard act to follow. Serpentine is not quite the 
graphics tour de force that its whirlybird predecessor was, but it's 
twice the game. And that's no mean feat. lil/itfJ 

Apple II, Apple II Plus; 48K. $34.95 from Broderbund Software, 1938 Fourth 
Street, San Rafael, CA 94901; (415) 456-6424. 

Canyon Climber 
By Tim Ferris. 

Danger lurks as you begin your journey from the bottom of the 
Colorado River up the walls of the Grand Canyon in Canyon 
Climber. In your quest to reach the top of the canyon, you must 
overcome crazy mountain goats, Indian archers, and eagle-eyed 
birds who drop bricks. Good athletic skills and plenty of luck are the 
two keys to success in this challenging one-player Atari game. 

As you start your dangerous ascent, your first task is to lay explo- 
sives across four towering bridges. It might sound easy, but there are 
these big-horned mountain goats that patrol the bridges in pairs. 
When the confrontation between man and animal occurs, your only 
defense is to attempt to hurdle the tops of the goats' sharp horns. If 
your timing isn't perfect, the goat will send you tumbling down to 
the pits of the river. Once all the charges are set, you can gleefully 
push the plunger and everything goes! 

On the next level, mighty Indian warriors constantly bombard 
you with arrows. You have the option of jumping the arrows or 
grabbing a shield to block them. If you choose the athletic option, 
you must jump with great precision or be knocked off the edge of 
the cliff. Although the shields provide good protection, they can dis- 
appear at any time between three and twelve seconds. It is quite 
easy to be struck right between the eyes as the shield vanishes with 
no warning. 

Should you survive the Indians, you reach the gorges and can 
see the spacious blue sky at the top of the canyon. But the sky is full 
of birds who are dropping bricks with excellent aim! With no rest or 
protection, you must jump the peaks and valleys while dodging the 
bricks. Mistiming a jump or getting hit with a brick will send you— 
yup, off the cliff again. If you can get to the top of the canyon you 
begin dancing with joy. To your dismay, a billy goat knocks you all 
the way to the bottom of the Colorado River to begin once more — 
having been rewarded for your expert mountain-climbing ability 
with an extra climber. 

On all the levels are ladders to climb, which provide occasional 
protection from the goats and arrows. Don't get caught on the lad- 
ders in the gorges or the falling bricks will get you. The longer it 
takes to complete the three levels, the faster the obstacles come at 
you, so be quick and sure-footed. With each successful journey up 
the canyon the natives become even more protective of their 
peaceful environment. Canyon Climber fits right in with the "climb- 
ing craze" sweeping the arcades today. Although the graphics are 
not as good as some of their other games, Datasoft has given us a 
game that is fun to play and makes good use of the computer's ani- 
mation and musical capabilities. 

Atari 400 or 800; 16K; disk or cassette. $29.95 from Datasoft, 19519 Business 
Center Drive, Northridge, CA 91324; (213) 701-5161. 


22 


S O F T L I N E 



Galaxy of Games 

By John Savolaine, Don Dilley, and Jerry and Lori Wilkerson. 

For those who want to leave the world of adventuring, target 
shooting, and dot-gobbling games, Galaxy of Games offers a pot- 
pourri of four games to relax with. There are no time limits, no high 
scores to beat, nothing to kill— although you wouldn't know it from 
the names: Hangman, One-Armed Bandit, Skunk, and Jacks. 

Hangman is the traditional game in which the player tries to 
guess a word the computer has chosen by filling in letters. If you 
guess right, the appropriate blanks are filled in. Each wrong guess 
adds a part to the body being hung. If the body is complete, you 
lose. In this version of Hangman, the computer shows the words 
and letters that have been tried. 

One-Armed Bandit simulates a slot machine; the object is to win 
money. The computer shows the results of the last spin and the play- 
er's cash. Each turn, you bet between one and a hundred dollars. If 
you lose all your money, you can play on the computer's credit. 

The game is slow, but the flashing lights and handle movement 
that slow it down do add realism. 

Skunk is a challenging dice game either solo or with as many as 
six players. The computer rolls six dice. You must try to score as 
many points as possible based on the value of the dice and their pat- 
terns (three of a kind, three pairs, six ones, and so on). Dice with 
point value may be saved and their points added to your score; then 
you continue to roll any remaining dice or another six. Your turn 
ends either when you choose to end it or when you're skunked. If 
you're skunked, you lose all the points you scored that turn. 

Skunk makes the sound of rolling dice and even plays tunes. 

One to five people may play Jacks, a card game in which the ob- 
ject is to get the least amount of points. Jacks are valuable because 
they count no points; all other cards count their face value or ten. 
This program contains a bug, but it's triggered only by human er- 
ror: if you try to take a card from the discard pile when there are no 


cards there, the program kicks out. Still, Jacks is an exciting game. 

These games are excellent in detail and playability. Each game in 
Galaxy of Games is challenging in its way. The games are especially 
good for youngsters because the instructions are easy to under- 
stand. At four games for the price of one, this is a real bargain. SQ 
TRS-80 models I and III; 16K; cassette or disk. $14.95 from Hayden Micro- 
computer Gameware, 50 Essex Street, Rochelle Park, NJ 07662; (800) 631-0856. 
Marauder 

By Rorke Weigandt and Eric Hammond. 

This one's for the plunder and pillage crowd. The idea is simple: 
Run around the galaxy trashing planets. Barring any philosophical 
qualms one may have about extinguishing alien fauna, destroying 
planets can be fun. Besides, the guards are all robots and mean. 

Marauder is a two-part space seek-and-destroy game in which 
you are the marauder, first controlling a spacecraft blasting away at 
planetary defenses and then running about in undergound tunnels 
trying to destroy the planet's main power supply. While there is no 
real strategy or thought involved in the game, it can be a lot of fun. 
Players can choose to play the first part or second part exclusively or 
the full game. 

The first part of the game puts you in control of a ship hovering 
above the surface of a nameless planet. You must destroy all of the 
defenses by shooting through a force field and then bombing mis- 
sile launch sites. The ground installations fire slow-moving heat- 
seeking mines that follow you, missiles that detonate at the point 
where they expected you to be, laser beams that rise perpendicular 
to the planet's surface, and indestructible fireballs that home in on 
you but also constantly rise, so that a bit of skillful maneuvering will 
get you below them and out of harm's way. Your ship is equipped 
with a temporary overdrive for those breathless moments when a 
fireball seems to have your number. 

Once you have wiped the surface of the planet clean, you must 
dive through the wreckage of the fireball launcher to enter the un- 


THE FUTURE IN GAMEWARE IS HERE NOW! 


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AUTHORITY AT $34.95 EACH, PLUS | 
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EXPIRATION DATE . 
SIGNATURE 


SEPTEMBER 1982 


23 



derground maze. The maze is a relatively simple one populated by a 
particularly bellicose species of robot. You can't see the vicious 
droids until they are in line of sight, and vice versa. 

Your mission, once in the maze, is to locate the power source 
and destroy it with your hand weapon. Once you have blown up 
the power source, you have just time to get back to your ship be- 
fore the roof begins to cave in. 

One peculiarity of the game is that, while your marauder carries 
his weapon in his right hand, the robots have center-mounted blast- 
ers; face-to-face confrontations are invariably fatal to you, so you 
must be extraordinarily careful not to square off with a robot. 

All in all, Marauder is as good as any mindless arcade game, and 
better than most. Its strength and weakness are one and the same: 
to succeed one needs good reflexes only; there are no strategies to 
be developed, no intelligent opposition to outfox. If you are look- 
ing for entertainment without mental calisthenics, this game should 
provide hours and hours of fun. GD 

Apple II, Apple II Plus; 48K; disk. $34.95 from Sierra On-Line, 36575 Mudge 
Ranch Road, Coarsegold, CA 93614; (209) 683-6858. 

Hockey 

Solitaire computer games, dependent on the interaction be- 
tween player and machine, require a certain level of sophistication 
to remain interesting. Those needing at least two human players, on 
the other hand, provide much of their enjoyment because of the 
head-to-head combat between competitive rivals. Since the com- 
puter acts only as the medium on which the challenge is met, the 
game itself need not be intricate to be successful. 

Such is the case with Gamma Software's Hockey, a simple game 
with great potential for enjoyment. 

This is standard ice hockey, although the teams are reduced to 
four players each: three forwards and a goalie. A standard joystick 
controls one of the forwards, either the man with the puck or his 
opposing guard. The other two men on each side are monitored by 


the computer and manage to follow the flow of action fairly well. 
Should the puck be passed, the passer becomes computer-con- 
trolled and the passee then responds to the joystick. 

The goalie, who guards the front of the cage, cannot hold the 
puck but deflects it back onto the playfield. It then can be picked up 
when a forward touches it with his stick. By the same token, the 
puck may be stolen by a defensive man who touches it with his stick. 

The game begins with a face-off at the center of the rink, a ma- 
neuver that's repeated following each goal (worth one point). 
Should the game end in a tie, the computer immediately moves into 
a two-minute sudden death playoff. The game length itself can be 
optioned at three, five, or eight minutes. 

Up to four players can participate. Partners (each with a joystick) 
divide team responsibilities: one controls the forwards, while the 
other acts as goalie. This option actually is preferable, since it is dif- 
ficult to guard one's goal and try to reclaim the puck when a single 
joystick controls all four men. 

The simple graphics, in which a skater resembles a praying man- 
tis, are enough to differentiate man from stick. The sound effects are 
more primitive: the crowd's cheers sound more like pounding surf, 
and the match ends with only a brief blaaat from the buzzer. Far 
better is the game's beginning, when the computer plays the last 
few bars of "The Star-Spangled Banner" (without, fortunately, an at- 
tempt to reproduce Ethel Merman's vocal). 

On the negative side, it is very difficult for the defender to spot 
his flashing man (which should be guarding the puck) amid the fre- 
netic activity of a goal rush. The hint in the instruction manual (re- 
lax the joystick to the center position and look closely) is of limited 
use; a goal can be scored in the meantime. It's also unfortunate that 
the game does not allow forwards to skate behind the goal, as that 
maneuver produces intriguing shots. Finally, there is no running 
game score and no halves or quarters; the game starts from scratch 
at the end of each match. 


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PHOT (c) (Home Package) 
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Star Blazer (d) 

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24 


S O F T L I N E 








In spite of those shortcomings, Hockey has an infectious streak 
to it, and it's nice to see a game that can involve so many people. 
Hockey may look primitive, but that's appropriate for a game that 
caters to an instinct as primitive as competitive drive. 03 

Atari 400 or 800; 16K; disk. $29.95 from Gamma Software, Box 25625, Los An- 
geles, CA 90025; (213) 473-7441. 

Hazard Run 

By Dennis Zander. 

What hath Burt Reynolds wrought? 

Most of the world probably has had it with good ol' boys and 
slack-jawed law enforcement officers. Today's software industry, 
however, is not apt to leave a generic stone unturned. Those thrilled 
by converted Mustangs leaping large bodies of water now have the 
opportunity to duplicate that feat of derring-do with their home 
computers. 

Hazard Run , unfortunately, is not up to its film forerunners. 
Zander's program is rather small (144 sectors of Basic) and has a high 
frustration quotient, which might result in players hurling joysticks 
through their monitors. 

This solitaire game employs only three joystick commands: left, 
right, and fire. After starting the run, the firing button becomes the 
brake, and the stick commands correspond to the image on the 
screen. Your car will always accelerate unless the brake is applied. 
The car remains at the base of the screen while the "course" scrolls 
downward. Vehicle-crunching hazards include tree trunks, rocks, 
fences, police cars, canyon walls, bridge struts, and some chickens 
(fryers, no doubt). Hitting such an object dead on will flip and 
destroy one of your five cars; sideswiping will tip the car onto two 
wheels, making it narrower and able to squeeze through tight spots. 

Hazard Run's major problem is the manner in which the joy- 
stick steers the car. Rather than simulating the smooth turning ac- 
tion of front-wheel or rear-wheel drive, the car pivots at its center 
and then back to vertical. This pendular action makes the car a 
wider target while negotiating a turn, increasing the chances of hit- 
ting the object you're trying to avoid. 

Almost worse is the lack of anticipation time. Jumping a river 
must be done at no less than sixty miles per hour (something you 
won't learn from the sparse instructions; just remember, you read it 
here first) or the car will crash into the far embankment, ending that 
particular run. Also, the car will not reach sixty from a standing start 
in the space provided by one screen's worth of graphics. In other 
words, there is not sufficient time to negotiate several of the rivers. 
The game must be partially memorized before it can be completed 
successfully. 

While there are four different runs, ranging from "chicken run" 
(the shortest and easiest) to "Hell's canyon" (the longest and hard- 
est), each merely builds on those preceding it. Extra gas will be 
needed for the longer trips, and fuel may be picked up by running 
over hazardously placed gas cans. 

When jumping a river , point of view switches from bird's-eye to 
sidelong. If the car makes the jump, action immediately returns to 
the aerial view, so be prepared to move quickly. The program plays 
the same few bars from "Dixie" regardless of the jump's outcome; it 
would be nicer (and preferable psychologically) to hear something 
different as a reward for making the jump. 

Clearing the final river results in the anticlimactic delight of 
watching the pursuing police car land in the drink. It's a cute touch, 
but one that rapidly wears thin ... as does the wait required before 
each run while the two drivers enter the car. 

Hazard Run is just a bit too primitive for today's market and 
will be of interest mostly to neophytes and young children. HE 
Atari 400 or 800; 16K. Cassette, $27.95; disk, $31.95 from Artworx, 150 North 
Main Street, Fairport, NY 14450; (800) 828-6573; in New York, (716) 425-2833. 

Guest reviewers in September were Dave Albert, Derrick Bang, 
Mike Klem, and Marcia and Gary Rose. gg 

S E P T E M B 




c 

SPECIAL 

Apple* Marauder only $20.95 
(retail 34.95) 

OR 

IBM* Zork I only $23.95 
(retail 39.95) 

OR 

Atari* Ghost Hunter (Cass) only $17.95 
(retail 29.95) 

with any other purchase 


Of course we re just as proud of our regular prices. 
And if you don’t see what you want here, please call us 
and ask for it, or write for our free catalog. 

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Wizardry 49.95 39.95 Microsoft Softcard ... 395.00 315.95 

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Diamonds 34.95 27.95 System Saver (Fan) . . 89 95 71.95 

MasterType 39 95 31.95 Verbatim Datalife (10) . . 40.00 26 95 

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Ultima II 54.95 43.95 

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ter 229.00 179 95 

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Electric Duet 29.95 23.95 Raster Blaster D16K 29.95 23^95 

Kabul Spy 34.95 27.95 Cavernsof Mars D16K . . 39 95 31.95 

Swashbuckler 34.95 27.95 

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E R 19 8 2 


25 







Subscribe Today Take a break 
from the space wars and shoot ’em 
ups. The Dirty Book will bring you 
the latest collection of bedroom 
programs and games geared to 
creative, joyful living and 
loving. Here's a great 
^opportunity to chart your 
own course to greater 
- intimacy and satisfaction 
in the months to come 


The 

•I)ii*lv 

•Hook 



Read how your fellow computerists 
enjoy these zesty programs. 


• French Post Cards • Bedtime Stories 

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• Wanna Play Footsie? • Zesty Zodiacs. 

• Street Life • Love Quotient #9 



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Maze in 3-D 

from page 14 

1340 HPLOT X6,Y6 TO X7,Y7: IF R <> RR THEN HPLOT 
X2,Y2 TO X3 ; Y3 
1350 GOTO 1400 

1360 GOSUB 1800:XX = XE:YY = YE: GOSUB 1600: IF T(D) = 1 
THEN 1400 

1370 IF T(D) = 0 THEN 1390 

1371 IF R <> RR THEN 1380 

1372 HPLOT 181,143 TO 181,31 TO 183,31 

1373 GOTO 1390 

1380 HPLOT X6 + XV, Y 7 TO X6 + XV, Y6 + XV TO X2,Y6 + XV 

1390 HPLOT X2,Y6 TO X7,Y6 TO X7,Y7 TO X3,Y7 

1400 XI = X5:Y1 = Y5:X2 = X6:Y2 = Y6 

1410 X3 = X7:Y3 = Y7:X4 = X8:Y4 = Y8 

1420 XX = X:YY = Y: GOSUB 1600:N = T(D) 

1430 IF N <> 1 THEN 1500 

1440 IF D = 1 THEN Y = Y - 1 

1450 IF D = 2 THEN X = X + 1 

1460 IF D = 3 THEN Y = Y + 1 

1470 IF D = 4 THEN X = X - 1 

1480 R = R-1:IFR = 0 THEN 1540 
1490 GOTO 1090 

1500 HPLOT X5,Y5 TO X6,Y6 TO X7,Y7 TO X8,Y8 TO X5,Y5 
1510 IF N <> 2 THEN 1540 

1520 XV = (X2 - XI) / 8:YV = (Y4 - Y1) / 8 
1530 HPLOT X8 + XV, Y8 TO X5 + XV, Y5 + YV TO X6 - XV, Y6 
+ YV TO X7 - XV, Y7 
1540 RETURN 
1600 T = A%(XX,YY) 

1610 IF T < 0 THEN T = T + 65536 
1620 S = INT (T / 40%) 

1630 T = T - S * 4096 
1640 T(1) = INT (T / 512) 

1650 T = T - T(1) * 512 
1660 T(2) = INT (T / 64) 

1670 T = T - T (2) * 64 
1680 T(3) = INT (T / 8) 

1690 T(4) = T - T(3) * 8 
1700 RETURN 

1800 XE = X:YE = Y: IF P = 1 THEN YE = YE - 1 

1810 IF P = 2 THEN XE = XE + 1 

1820 IF P = 3 THEN YE = YE + 1 

1830 IF P = 4 THEN XE = XE - 1 

1840 RETURN 

3000 FOR I = 1 TO 10 

3010 FOR J = 1 TO 10 

3020 READ A%(J,I) 

3030 NEXT J,l 
3040 RETURN 

3100 DATA 72,65,81,73,17,72,9,72,73,9 

3110 DATA 520, 72, 1033, 520, 10%, 51 3, 576, 513, 512, 520 

3120 DATA 520,576,513,520,520,8,128,74,9,520 

3130 DATA 584,65,65,513,576,577,1,576,513,520 

3140 DATA 520,64,129,74,9,64,137,74,1,520 

3150 DATA 520,72,9,592,529,80,513,512,80,513 

3160 DATA 648,514,576,1025,1032,1088,137,74,1097,9 

3170 DATA 640,66,129,66,577,65,521,576,577,513 

3180 DATA 136,74,137,10,72,65,577,65,9,8 

3190 DATA 512,576,513,576,577,65,65,1,576,513 gfl 


Brian Fitzgerald coauthored Taxman and Sheila with Greg Autry. 
The two founded H.A.L. Labs in 1981, following Brian's gradua- 
tion from the University of California, Irvine, with a degree in 
physics and computer science. He has been playing with Apples 
since 1977. 


26 


S O F T L I N E 






New Players 



Lionel Raff often felt frustrated by the trial and error involved in 
solving computer games. He objected to luck being a more impor- 
tant factor in successful play than logic or creativity. He took steps to 
solve this problem for himself and other gamers by founding a soft- 
ware company with the goal of programming games that yield their 
secrets only to the application of logic — while retaining a sense of 
adventure and excitement. The company is Raff-Craft. 


Lionel Raff is a games player par excellence; a ranked chess play- 
er and life master in the American Contract Bridge League. He is al- 
so an internationally published Regents Professor in Chemistry and 
was a National Science Foundation postdoctoral fellow at Columbia 
University. 

Raff's interest in computers began in 1959 when the computers 
he worked with wouldn't fit in his house, let alone on his game 
table. He has followed their development with awe and excite- 
ment, and by last January he could no longer resist the temptation 
to get his hand into the computer-gaming action. In the wide-open 
spaces of Stillwater, Oklahoma, Raff-Craft was born. 

They're Off! The company's first venture is Derby Downs, al- 
lowing from one to ten players to play an endless series of horse 
races— one day's program at a time. Each day is unique — with all the 
excitement and challenge of a day at the races. The players who can 
evaluate speed, endurance, quality of the jockey, post position, 
weight, and other factors that influence the outcome of real races 
are the most likely to win. The tote board allows for quinellas, 
exactas, perfectas, daily doubles, across the boards— just about all 
the betting forms available at the races except the new pick six. 

Raff-Craft's second project, tentatively titled Zartan's Cube, will 
allow adventurers to compete with a consummate gamemaster for 
treasures and glory. Each adventure is different to the extent that 
problems change each trip, and your intelligence is increased by 
successful encounters and decreased by unsuccessful ones. 

For the future, Raff -Craft is negotiating with the copyright hold- 
er of Bracket, the word game of deductive reasoning, for the right 
to produce the computer version of the game. 

Tana Maxwell, vice president of Raff-Craft and a psychologist, is 
currently involved in the business end of the company but plans to 
work with Raff on some realistic, fun, and educational psychologi- 
cal interaction games. 

For education and entertainment, the Apple seems to have 
found a prime source of edifying product for its inexhaustible 
appetite. gg 


APPLE®* OWNERS: APOGEE OFFERS 

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Magic Window 

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SEPTEMBER 1982 


27 




Adventures in Adventuring 



Shhh! ! ! ! 

Be very quiet and you may hear the sound of muffled foot- 
prints, the scratching of fingernails against a windowpane, the quiet 
breathing of a stranger hidden in the next room. Look! 

Is that the body of Sir Malcolm Bainbridge slumped over his 
desk with a Kris plunged into his heart? Can it be that the Forsythe 
emerald is missing and that the infamous Reginald Forsythe was 
seen fleeing from his former wife's home? Think! 

Whodunit? Can you walk in the footsteps of Holmes and Father 
Brown and Marlowe and Templer and Spade and Fell and Chan? 

Of course you can. You, of all the people who are interested in 
the modern magic of the computer, can turn that logical, cool, well- 
ordered mind to solving mysteries that are far beyond the abilities of 
mortal men. 

Our adventure in adventuring thus far has had a theme of fan- 
tasy with a smattering of science fiction thrown in. If you've been 
following these articles, you're now familiar with the techniques 
used in resolving conflicts, having the computer recognize com- 
mands, moving around, measuring time, and designing simple text 
adventure games around these conflicts. 

This month we'll deal with the handling of objects in an adven- 
ture program — how to pick things up, use things, and drop them. 
Our adventure has a mystery theme, in that we will be trying to re- 
cover a stolen diamond of little value. 

You'll probably notice that as these programs become more so- 
phisticated, they become longer. Most of the length is taken up not 
by the logic of the program but by the descriptive words needed to 
flesh out the story. In fact, in most commercial adventure games, the 

28 


program takes up very little of the disk. The bulk of the disk is filled 
with the wordy descriptions used to make the game interesting. 

This month's program is written in sections. The rest of the arti- 
cle will deal with what each section does and how it does it. Al- 
though this program was written on an Apple II, it's easily adapt- 
able to any small computer using Basic. The program fits into any 
machine that has 4K of memory. As we go along, we'll comment on 
those things peculiar to Apple Basic and what they mean. 

So, without further ado, let us analyze: The Case of the Pig- 
headed Diamond. 

Lines 10 through 150: Line 10 clears the screen and moves the 
cursor to the upper left-hand corner. 

Line 15 goes to the subroutine at line 9000 which describes what 
the story is all about. 

Line 20 dimensions variables. These variables are for the direc- 
tions used in the fifteen rooms, the room names (RN$), the eleven 
nouns that the program will use ( noun$ found in data line 10160), 
the descriptions for each of the nouns ( des$ ), and, finally, the room 
locations for each of the objects (ob) that will be used. 

Lines 30 through 140 read in the data for the dimensioned vari- 
ables. Line 150 does several things. It sets the variable that keeps 
track of which room we're in (variable R) to 1, it uses Apple lan- 
guage so that the top line won't scroll off the screen (poke 34,7), and it 
goes to line 1490. Line 1490 prints the room description at the top of 
the screen. 

Lines 1000 through 1070 are the parser, the thing that takes the 
words and splits them into verbs and nouns. A longer explana- 
tion can be found in the March issue of Softline ("Please Parse the 
Zork"), but, briefly, what the parser does is find the blank between 
the words and set up two separate variables, one for the noun (n7S) 
and one for the verb (v7$). 

Lines 1200 through 1390 are devoted to sending the program to 
the routines that carry out instructions called for by the verb part of 
the command. The verbs used in this program are go, the name of a 
direction in which to go, inventory, quit, look, get, drop, climb , 
and dig. If the verb is none of these, this routine tells the program to 
go back to the command line. Note that line 1225 requires two- 
word commands except in the cases of inventory, quit, go, and the 
names of directions. 

Lines 1400 through 1490 are the lines that control moving 
around. This is detailed in the May Softline in "From Here to There 
and Back Again." Note that in line 1490 special Apple language is 
again used. Home means clear the screen except for the first line, 
which was locked in place by poke 34. Vtab 1 sends the cursor to 
line 1 and call -868 clears the line from the cursor to the end of that 
line. Then the room name is printed. 

Lines 1500 through 1530 are used to print the names of the ob- 
jects that are found in each room. There are eleven objects used in 
this game and they are found in line 10160. Each object also has an 
object variable number. The first object in the list is an ice cube. The 
variable noun$( 1) contains the name ice cubes, the variable des$( 7) 
contains the description of the object ice cubes and the variable 
ob(l) contains the location of the object ice cubes. Since there are 
fifteen rooms, if the value of ob(l) is 12, then the object is associ- 
ated with room 12. 

The sixteenth room does not exist as a room, but is the player 
himself. Thus, if we make the value of ob(1) equal to 16, the ice 
cubes are associated with the player. You see that line 1510 refers 
the program to the subroutine located at lines 2200 through 2330. 
Line 1510 makes X equal to the room number you're in. The sub- 
routine at line 2200 then checks to see which of the eleven objects 
has the same value as the room number you're in and prints them 
out. And that's how the objects are shown when you move into a 
particular room. 

Lines 1600 through 1670 interpret the look command. Line 1610 
sends us to the subroutine at line 2100, which checks to make sure 
the noun is valid. If it is, line 1640 then prints the appropriate de- 
scription for that noun, provided line 1620 has determined either 


SOFTLINE 


that the noun is in the room we're in or that we are carrying it 
around. If the object is in the room and we're not carrying it, line 
1630 prints, "That isn't here." Line 1660 gives us the ice cubes if we 
look-in the refrigerator by making the ice cubes (ob-7) equal to our 
room value. This line also sets a counter, c3, to 1, so that we are pre- 
vented by line 1650 from getting more ice cubes. 

Lines 1700 through 1760 allow us to pick up or get objects. Once 
again, we're sent to the subroutine at 2100 to check out the validity 
of the noun. Since we're room 16, if the value of the noun (ob-num- 
ber) is equal to the room we're in, the value is changed to 16, which 
means we're now carrying the object around. If the value of the 
noun is not equal to the value of the room, then the particular ob- 
ject we're trying to get is not in the room, so we can't change it to 
16, so we can't get it. Simple, huh? 

Lines 1900 through 1940 list out, or inventory, the objects we're 
carrying. This is done simply by going to the same subroutine that 
lists out the objects when we enter a room, subroutine 2200, and 
having it list out the objects in room 16 — which is us. 

Lines 2000 through 2080 are the drop routine. The drop routine is 
the opposite of the get routine. The drop routine checks first to see 
if the noun is legitimate and then to see if the object value is 16, 
which means we've got it. If the noun is legitimate and we have it, its 
value is changed to that of the room we're in, which means we're no 
longer carrying the object. Note that if we change the values of ei- 
ther object 9 or object 1 to 1 (which means we drop it while we're in 
room 1), we go to the win game routine. 

Lines 2100 through 2180 check the noun variable nl$ against the 
list of nouns to verify it and then return to the main part of the pro- 
gram. There are a couple of special situations here, though. Certain 
objects— including the refrigerator, the stove, and the chandelier- 
can only be looked at, not moved. Setting the variable X in line 2150 
will allow an object's room value to be changed. Line 2120 prevents 
this from happening by bypassing line 2150. Line 2130 prevents you 
from getting the ladder until you have the shovel. 

Finally a word about the pop in line 2180. Normally, you use the 
word return to return from a gosub command. Note that we are 
not merely returning from the gosub in line 2180 but are going back 
to the command line 1010. In order to clear the gosub, Apple Basic 
uses the word pop. 

Lines 2200 through 2330 print out the names of nouns when the 
player enters a room or does an inventory. This is pretty straightfor- 
ward, except for the setting of the variable Y if a noun is printed. If Y 
is not 1, it means that no nouns have been found and so nothing is 
printed out by line 2320. 

Lines 2500 through 2580 are the climbing the ladder and climb- 
ing the bucket routines. Line 2520 checks to make sure you have ei- 
ther the ladder or the bucket. If you try to climb anything else, line 
2550 gives you a smart-alecky message. Line 2570 is the ladder climb- 
ing routine. Note that after you climb the ladder you are given the 
pendants. Note, too, that this line also changes the description, so 
that if you look at the chandelier again you will see no more pen- 
dants. It also sets counter cl to 1 so that if you try to climb the lad- 
der again, line 2560 will not allow you to climb the ladder for more 
pendants. 

Lines 2600 through 2640 are the digging routine. If you look at 
line 2620, you'll see that if you have the shovel (ob-10) and are in the 
right spot (room 4), you can dig up the ladder. Note that when you 
do, counter cl is set to 1. This prevents you from digging up the lad- 
der again via line 2610. Note that if you aren't in room 4 or don't 
have the shovel, line 2630 gives you another smart-alecky message. 

Lines 4000 through 4030 are the winning routine. Figure them 
out yourself. 

Lines 4100 through 4110 are the losing message. 

Lines 9000 through 9040 contain the introductory message. 

Lines 10000 through 10210 are the data statements. Note that the 
numbers in line 10210 are the starting rooms in which each of the 
objects, in order, is located. 

As you play the game, note the message you get when you look 


at the bucket. Although there is no "Kick the Bucket" routine in the 
program as listed here, it would be a good exercise to add one and 
see how you do. 

Happy adventuring. 

10 TEXT : HOME 
15 GOSUB 9000 

20 DIM N(15), S(1 5), E(1 5), W(15), U(15), D(15), RN$(15), 
NOUN$(10), DES$(10), OB(10) 

30 FOR A = 1 TO 15 

40 READ N(A), S(A), E(A), W(A), U(A), D(A), RN$(A) 

50 NEXT A 
60 FOR A = 1 TO 10 
70 READ NOUN$(A) 

80 NEXT A 
90 FOR A = 1 TO 10 
100 READ DES$(A) 

110 NEXT A 

120 FOR A = 1 TO 10 

130 READ OB(A) 

140 NEXT A 

150 R = 1: POKE 34,1: GOTO 1490: REM STARTING ROOM 
1000 REM PARSER 

1010 V1$ = " ":N1$ = " ": PRINT "COMMAND? INPUT" ";A$ 

1020 FOR A = 1 TO LEN (A$) 

1030 IF MID$ (A$A1) = " " THEN X = A - 1 :A = 0: GOTO 1060 
1040 NEXT A 

1050 V1$ = A$: GOTO 1220 
1060 VI $ = LEFTS (A$,X) 

1070 N1$ = RIGHTS (A$, LEN (A$) - (X + 1)) 

1200 REM VERB HANDLING SECTION 
1210 IF VIS = "GO" THEN V1$ = N1S 

1220 IF V1$ = "NORTH" OR V1$ = "SOUTH" OR VIS = "EAST" 
OR V1$ = "WEST" OR VIS = "UP" OR V1$ = "DOWN" 
THEN GOTO 1400 

1221 IF V1$ = "INVENTORY" OR V1$ = "INV" THEN GOTO 1900 

1222 IF V1$ = "QUIT" THEN GOTO 4100 

1225 IF N1$ = " " THEN PRINT : PRINT "TWO WORDS, PLEASE.": 
PRINT : GOTO 1010 

1230 IF V1$ = "LOOK" THEN GOTO 1600 
1240 IF VIS = "GET" THEN GOTO 1700 
1260 IF V1$ = "DROP" THEN GOTO 2000 
1280 IF VIS = "CLIMB" THEN GOTO 2500 
1290 IF VIS = "DIG" THEN GOTO 2600 
1390 PRINT : PRINT "I DON'T KNOW HOW TO ";V1$;".": PRINT 
: GOTO 1010 

1400 REM MOVING AROUND ROUTINE 
1410 R1 = R 

1420 IF VIS = "NORTH" AND N(R) > 0 THEN R = N(R) 

1430 IF VIS = "SOUTH" AND S(R) > 0 THEN R = S(R) 

1440 IF V1$ = "EAST" AND E(R) > 0 THEN R = E(R) 

1450 IF V1$ = "WEST" AND W(R) > 0 THEN R = W(R) 

1460 IF V1$ = "UP" AND U(R) > 0 THEN R = U(R) 

1470 IF VIS = "DOWN" AND D(R) > 0 THEN R = D(R) 

1480 IF R1 = R THEN PRINT : PRINT "I CAN'T MOVE THAT 
WAY.": FOR X = 1 TO 1000: NEXT 
1490 HOME : VTAB 1: CALL - 868: PRINT RNS(R): VTAB 24 
1500 PRINT : PRINT "OBJECTS HERE ARE:": PRINT 
1510 X = R: GOSUB 2200 
1520 X = 0 
1530 GOTO 1010 
1600 REM LOOK ROUTINE 
1610 GOSUB 2100 

1620 IF OB(X) = R OR OB(X) = 16 THEN GOTO 1640 
1630 PRINT : PRINT "THAT ISNT HERE": PRINT : GOTO 1670 
1640 PRINT : PRINT DES$(X): PRINT 
1650 IF C3 = 1 THEN GOTO 1670 

1660 IF X = 6 THEN OB(1) = 16: PRINT : PRINT "WOW...YOU'VE 
GOT SOME ICECUBES.": PRINT :C3 = 1 


SEPTEMBE R 1982 


29 



1670 X = 0: GOTO 1010 
1700 REM GET STARTS HERE 
1710 GOSUB 2100 

1720 IF OB(X) = R OR OB(X) = 16 THEN GOTO 1740 
1730 PRINT : PRINT "THAT ISNT HERE.": PRINT : GOTO 1760 
1740 IF X > 0 THEN OB(X) = 16 

1750 PRINT : PRINT "YOU'VE GOT THE ";NOUN$(X);" PRINT 

1760 X = 0: GOTO 1010 

1900 REM INVENTORY ROUTINE 

1910 X = 16 

1920 PRINT : PRINT "YOU ARE CARRYING: PRINT 

1930 GOSUB 2200 

1940 GOTO 1010 

2000 REM DROP ROUTINE 

2010 GOSUB 2100 

2020 IF OB(X) = 16 THEN GOTO 2040 

2030 PRINT : PRINT "I DONT HAVE THAT": PRINT : GOTO 2060 
2040 OB(X) = R 

2050 PRINT : PRINT "I'VE DROPPED THE ";NOUN$(X): PRINT 
2060 IF OB(9) = 1 THEN GOTO 4010 
2070 IF OB(1) = 1 THEN GOTO 4020 
2080 GOTO 1010 

2100 REM ROUTINE FOR CHECKING NOUN 
2110 IF V1$ = "LOOK" THEN GOTO 2140 
2120 IF N1$ = NOUN$(7) OR N1$ = NOUN$(6) OR N1$ = 
NOUN$(5) THEN PRINT : PRINT "YOU CAN ONLY 
LOOK.. .YOU CAN'T TAKE.": PRINT : GOTO 2180 
2130 IF N1$ = NOUN$(2) AND C2 = 0 THEN PRINT : PRINT 
"UGH, IT'S STUCK. YOU'LL HAVE TO DIG IT OUT.": PRINT : 
GOTO 2180 

2140 FOR A = 1 TO 10 

2150 IF N1$ = NOUN$(A) THEN X = A:A = 0: RETURN 
2160 NEXT 

2170 PRINT : PRINT "I DON'T SEE " ;N1$;"..." 

2180 POP : PRINT : GOTO 1010 
2200 REM ROUTINE FOR LISTING OUT OBJECTS 
2210 IF X = OB(1) THEN PRINT "ICECUBES":Y = 1 

2220 IF X = OB(2) THEN PRINT "LADDER":Y = 1 

2230 IF X = OB(3) THEN PRINT "MATCHES":Y = 1 

2240 IF X = OB (4) THEN PRINT "BUCKET":Y = 1 

2250 IF X = OB(5) THEN PRINT "STOVE":Y = 1 

2260 IF X = OB(6) THEN PRINT "REFRIGERATOR":Y = 1 

2270 IF X = OB(7) THEN PRINT "CHANDELIER":Y = 1 

2280 IF X = OB(8) THEN PRINT "PIG":Y = 1 

2290 IF X = OB(9) THEN PRINT "PENDANTS":Y = 1 

2300 IF X = OB(10) THEN PRINT "SHOVEL":Y = 1 
2310 IF Y = 0 THEN PRINT "NOTHING" 

2320 PRINT 
2330 Y = 0: RETURN 
2500 REM CLIMBING ROUTINE 
2510 IF OB(2) = 16 OR OB(4) = 16 THEN GOTO 2530 
2520 PRINT : PRINT "YOU HAVE TO GET THE PROPER OBJECT 
BEFORE YOU CAN CLIMB IT.": PRINT : GOTO 1010 
2530 IF N1$ = NOUN$(4) THEN PRINT : PRINT "THE BUCKET IS 
VERY UNSTABLE... YOU TRIP, FALL OFF AND BREAK YOUR 
GREAT TOE WHICH RENDERS YOU INCAPABLE OF 
FINISHING THE GAME.": GOTO 4100 
2540 IF N1$ = NOUN$(2) THEN GOTO 2560 
2550 PRINT : PRINT "YOU CANT CLIMB A ";N1$;" ":PRINT : 
GOTO 1010 

2560 IF Cl = 1 THEN GOTO 2580 

2570 IF R = 7 THEN PRINT : PRINT "YOU HAVE OBTAINED 
SOME SHINY DIAMOND-LIKE PENDANTS HANGING ON 
THE CHANDELIER. YOU CLIMB DOWN THE 
LADDER.": DES$(7) = "THERE ARE NO MORE PENDANTS 
HERE, GREEDY.": PRINT :C1 = 1:OB(9) = 16: GOTO 1010 
2580 PRINT : PRINT "YOU CLIMB UP THE LADDER, FIND 
NOTHING AND CLIMB BACK DOWN.": PRINT : GOTO 
1010 


2600 REM DIGGING ROUTINE 

2610 IF C2 = 1 THEN PRINT : PRINT "YOU'VE ALREADY GOT A 
LADDER. ONLY ONE TO A CUSTOMER.": PRINT : GOTO 
2640 

2620 IF OB(10) = 16 AND R = 4 THEN PRINT : PRINT "THE 
LADDER IS LOOSE AND YOU CAN GET IT.": PRINT :C2 = 1: 
GOTO 2640 

2630 PRINT : PRINT "I DIG IT BUT YOU AREN'T IN THE RIGHT 
PLACE WITH THE RIGHT IMPLEMENT": PRINT 
2640 GOTO 1010 
4000 REM WINNING ROUTINE 

4010 PRINT : PRINT "THOUGHT YOU COULD FOOL ME WITH 
THOSE CRUMMY ";NOUN$(9)".": PRINT "YOU LOSE.": 
GOTO 4100 

4020 IF OB(3) = 1 THEN PRINT : PRINT "THE MATCHES FLARE UP 
AND MELT THE ICECUBES AND OUT FALLS A CHEAP 
INDUSTRIAL GRADE DIAMOND. NOT MUCH, BUT 
ENOUGH TO WIN.": PRINT : GOTO 4100 
4030 PRINT : PRINT "NICE TRY; BUT THOSE DARN CUBES ARE 
SO HARD I CAN'T TELL IF YOU'VE WON OR NOT.": PRINT 
: GOTO 1010 

4100 REM ROUTINE TO END PROGRAM 
4110 TEXT : HTAB 10: PRINT " 'BYE": END 
9000 HTAB (5): PRINT "THE CASE OF THE PIG-HEADED 
DIAMOND": PRINT 

9010 PRINT "YOU HAVE BEEN RETAINED TO RECOVER THE 
FAMOUS 'PIG' DIAMOND STOLEN FROM THE SMALL 
MANSION OF CARLYSLE SMEDLEY GRUM." 

9020 PRINT : PRINT "YOU KNOW THERE IS A DEATH TRAP ON 
THE ESTATE SO YOU MUST BE CAREFUL." 

9030 PRINT : PRINT "GOOD LUCK!" 

9040 PRINT : PRINT "TO PLAY, PRESS ANY KEY: GET A$: 

RETURN 

10000 REM DATA STARTS HERE 

10010 DATA 2, 0,0, 0,0,0, "DIAMOND BANK.. .DROP THEM HERE 
TO WIN." 

10020 DATA 3,1 ,0,0, 0,0, "LONG SHADY ROAD" 

10030 DATA 5, 2, 0,0, 0,0, "BOTTOM OF HILL" 

10040 DATA 0,0, 5, 0,0,0, "DUSTY GARAGE" 

10050 DATA 8, 2, 6, 4, 0,0, "OPEN FRONT DOOR" 

10060 DATA 0,0, 0,5, 0,0, "OVERGROWN GARDEN" 

10070 DATA 10, 0,8, 0,0,0, "LIBRARY" 

10080 DATA 11, 5, 9, 7, 0,0, "FRONT HALLWAY" 

10090 DATA 12, 0,0, 8, 0,0, "LIVING ROOM" 

10100 DATA 13, 7, 11, 0,0,0, "BATH ROOM" 

10110 DATA 14, 8, 12, 10, 0,0, "MIDDLE HALLWAY" 

10120 DATA 0,9, 0,11, 0,0, "KITCHEN" 

10130 DATA 0,10, 14, 0,0,0, "BEDROOM" 

10140 DATA 0,11, 0,13, 0,15, "FAR HALLWAY" 

10150 DATA 0,0, 0,0, 14,0, "DANK CELLAR" 

10160 DATA "ICECUBES", "LADDER", "MATCHES", "BUCKET", 
"STOVE", "REFRIGERATOR", "CHANDELIER", "PIG", 
"PENDANTS", "SHOVEL" 

10170 DATA "THEY LOOK LIKE SOME EXTREMELY HARD 
FROZEN ICECUBES.", "IT IS A RICKETY, SHAKY 
LADDER.", "THE BOOK OF MATCHES SAYS, 'ENROLL NOW 
IN BASIC COMPUTER PROGRAMMING COURSE.' ","THE 
BUCKET HAS A SIGN ON IT SAYING 'DONT KICK ME.' " 
10180 DATA "IT IS AN OLD FASHIONED GAS STOVE.", "THE 
REFRIGERATOR CREAKS AND GROANS BUT IT APPEARS 
TO BE WORKING. THERE ARE SOME ICECUBES IN 
IT.", "THE CHANDELIER HAS SOME BRIGHT SHINY 
DIAMOND-LIKE PENDANTS HANGING FROM IT." 

10190 DATA "IT IS A SHROPSHIRE SHOAT, SOUND ASLEEP, 
WHICH WAS HOGGING THE BATHROOM.", "THE 
PENDANTS APPEAR TO BE DIAMONDS." 

10200 DATA "THE SHOVEL IS RUSTY AND LOOKS LIKE YOU 
COULD CUT YOURSELF ON IT." 

10210 DATA 0,4,15,1,12,12,7,10,0,6 gQ 


30 


S O F T L I N E 



Apple II Graphics 


by KEN WILLIAMS 


We've talked about how your Apple's memory is laid out, how 
to poke stuff into memory to effect the display, how to work with bi- 
nary, hex, and decimal numbers, and how to animate using shapes. 

This month, we'll explore the world of byte-move animation. 
This technique is very different from animating with shape tables 
and is used in many of today's computer games. 

When you create a shape in hi-res, what you are really doing is 
giving the computer a set of directions to follow when it draws the 
shape on the screen. (For an explanation of defining shapes, refer to 
chapter 9 in your Applesoft manual.) Every time the shape is drawn 
or Xdrawn, your computer follows those directions (for instance, 
plot the first point, then move up, then move to the left twice with-, 
out plotting, then plot that point and move down one . . .) to re- 
create the shape on the screen. 

That procedure is fine for some applications, but each compo- 
nent instruction must be processed every time the shape is drawn, 
and that is relatively slow since even a simple shape can easily con- 
tain a hundred instructions. Speed is one of the primary require- 
ments for smooth, flicker-free animation in which the figures seem 
to appear on the screen instantaneously. 

Byte-Size Pieces. The idea behind byte-move graphics is to trans- 
late any desired figure into the corresponding data values and then 
poke those values directly onto the screen instead of using shapes to 
draw the figure. Type in the following program and run it. If you 
want to spare your fingers, you may omit the rem statements. 

10 REM INITIALIZE Y 
20 REM COORDINATES 
30 REM 

40 Y1% = 1:Y2% = 2:Y3% = 3:Y4% = 4:Y5% = 5:Y6% = 

6:Y7% = 7 
50 REM 

60 REM READ DATA FOR FIGURE 
70 REM 

80 FOR I = 1 TO 4: REM 4 FRAMES 

90 FOR J = 1 TO 7: REM 7 BYTES PER FRAME 

100 READ V%(I,J) 

110 NEXT J,l 
120 REM 

130 REM INITIALIZE ADDRESSES 
140 REM OF Y COORDINATES 
150 REM 

160 Y%(1) = 8192: Y%(2) = 9216:Y%(3) = 10240:Y%(4) = 
11264:Y%(5) = 12288:Y%(6) = 13312:Y%(7) = 14336 
170 HGR 
180 REM 

190 REM POKE THE FOUR FRAMES 
200 REM 

210 FOR I = 1 TO 4 
220 POKE Y%(Y1 %),V%(I,1) : 

POKE Y%(Y7%),V%(I,7) 

230 POKE Y% ( Y2%) , V% (1,2) : 

POKE Y%(Y6%),V%(I,6) 

240 POKE Y%(Y3%),V°/o(l,3): 

POKE Y%(Y5%),V%(I,5) : 

POKE Y% ( Y4%), V% (1,4) 

250 NEXT 

260 GOTO 210: REM START AGAIN 
270 REM 

280 REM DATA FOR THE FOUR FRAMES 
290 REM 

300 DATA 1,2,4,8,16,32,64 
310 DATA 8, 8, 8, 8, 8, 8, 8 
320 DATA 64,32,16,8,4,2,1 
330 DATA 0,0,0,127,0,0,0 


If you managed to type everything in correctly, you'll see what 
passes for an airplane propeller spinning in the corner of your moni- 
tor screen. You must have noticed the delay in running the pro- 
gram before the animation began. That is a characteristic of byte- 
move graphics, even in the professional games, and it is caused by 
the need to initialize several tables before the animation can take 
place. 

In our listing, line 40 sets the seven Y coordinates used in the fig- 
ure and line 160 assigns the seven corresponding addresses. Lines 80 
through 110 set up a table that contains four versions of the prop, 
each in a different rotation and each using seven screen lines. 

To understand this, let's look at a diagram of each of the four 
frames, where X indicates a screen dot turned on, and - represents 
an off dot. 

Although the figure appears to rotate like a propeller, the pro- 
gram is actually flashing the four frames onto the screen sequential- 
ly. It happens quickly enough that your eyes and brain are fooled in- 
to thinking the rotation is continuous— the poke is quicker than 
the eye! 

Frame #1 in figure 1 shows the propeller running diagonally, and 
it also gives the binary bit pattern used to produce each dot pattern 
(remember, the dots are displayed as the reverse of the bits in each 
byte) and the equivalent decimal value. If the translation from dot 
pattern to binary and decimal value overloads your brain, go get 
something to drink, and then reread the third article in the series 
where we discuss the (many) peculiarities of hi-res graphics. The 
decimal values calculated in figure 1 correspond with the data val- 
ues you see in lines 300 through 310. 

The true heart of the program is the loop from lines 210 to 250 
where each frame in turn is poked into hi-res screen memory. Us- 
ing variables in the poke statements obscures the mechanics of what 
we're doing, but it also enhances the execution, as it takes more time 
for the computer to generate a number such as 12288 than it does to 
look that value up in an array. 

The other reason for all the variables is that we are going to alter 
the routine to allow the propeller to be placed at any Y coordinate 
on the screen. The array Y% will contain the starting addresses for 


SCREEN 

BINARY 

DECI- 

SCREEN 

BINARY 

DECI- 

PATTERN VALUE 

MAL 

PATTERN 

VALUE 

MAL 

X 

0000 0001 

1 

—X— 

0000 1000 

8 

-X- — 

0000 0010 

2 

— X— 

0000 1000 

8 

--X — 

0000 0100 

4 

— X— 

0000 1000 

8 

— X— 

0000 1000 

8 

—X— 

0000 1000 

8 

— X- 

0001 0000 

16 

— X— 

0000 1000 

8 

X- 

0010 0000 

32 

— X— 

0000 1000 

8 

x 

0100 0000 

64 

—X— 

0000 1000 

8 


FRAME #1 



FRAME #2 


SCREEN 

BINARY 

DECI- 

SCREEN 

BINARY 

DECI- 

PATTERN VALUE 

MAL 

PATTERN 

VALUE 

MAL 

x 

0100 0000 

64 


0000 0000 

0 

. — x- 

0010 0000 

32 


0000 0000 

0 

— x- 

0001 0000 

16 


0000 0000 

0 

— X— 

0000 1000 

8 

XXXXXXX 

0111 1111 

127 

-X — 

0000 0100 

4 


0000 0000 

0 

-X- — 

0000 0010 

2 


0000 0000 

0 

X 

0000 0001 

1 


0000 0000 

0 


FRAME #3 



FRAME #4 



Figure 1. 


SEPTEMBER 1982 


31 



each line of the screen, and Y1% through Y 7% will contain the 
seven Y coordinates used in the figure. 

But let's get back to those poke statements. Line 220 pokes the 
first and seventh bytes, V%(l,1) and V%(l,7), line 230 pokes the sec- 
ond and sixth, and line 240 pokes the third, fifth, and fourth bytes. 
The bytes are poked in that peculiar order to improve the image, 
but you might like the effect obtained by poking the seven bytes in 
numerical order instead. Try it! 

The propeller is an example of stationary animation; that is to say 
that though the prop moves, it always stays in the same position on 
the screen as it does so. Most figures you use in a game need to 
move around the screen, so we'll alter our program shortly to allow 
that. There are, however, many applications for stationary anima- 
tion; the Applevision demo on your DOS 3.3 System Master is an 
example, as is putting a scoreboard on the hi-res screen. In the 
instance of the scoreboard, the frames would not be pictures of a 
moving object; instead you would use successive digits. 

Drop the Prop. With the previous program still in memory, type 
in the following lines: 

160 GOSUB 1000: REM CALC ADDRESSES 
245 Y1% = Y1% + 1: Y2% = Y2% + 1: 

Y3% = Y3% + 1 : Y4% = Y4% + 1 : 

Y5% = Y5% + 1: Y6% = Y6% + 1: 

Y7% = Y7% + 1 
1000 REM 

1010 REM CALCULATE Y 
1020 REM COORDINATES 
1030 REM 
1040 DIM Y%(192) 

1050 FOR I = 1 TO 185 STEP 8: READ SA% 

1060 FOR J = 0 TO 7:Y%(I + J) = SA% + J * 1024 
1070 NEXT J,l 

1080 DATA 81 92, 8320, 8448, 8576, 8704, 8832, 8960, 9088 



THE MASTER GUIDE 



• FAST FANTASY GAME CHARACTER GENERATOR • 
• Adventure-Style Market Place 

• Multi-classed, and Two-class Characters 

• Stores up to 70 Characters & Equipment on Disk 
• Full Printer Capabilities (most brands) 

• Update Characters to ANY LEVEL, FAST! 

For APPLE II plus with one disk drive 
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32 


1090 DATA 8232,8360,8488,8616,8744,8872,9000,9128 
1100 DATA 8272,8400,8528,8656,8784,891 2,9040,91 68 
1110 RETURN 

Lines 1000 through 1110 calculate the starting addresses for each 
of the 192 lines on the screen in the same way you would find them 
if you were to use the method described (albeit sketchily) on page 
21 of your Apple II Reference Manual. After each frame of the 
prop is poked onto the screen, line 245 increments each of the 
seven Y coordinates so that the next frame will appear one line be- 
low the last. 

Run the modified program, and you'll see the propeller spin- 
ning as it drops down the left side of the screen. You will also see a 
trail of garbage left behind as the figure progresses. 

Oh well, you couldn't have a program work right the first time, 
could you? Most of the figure is erased when the next frame is 
drawn over it, but since each frame is lowered one line, the top line 
of each frame remains to haunt you. 

The problem is easily remedied by inserting: 

244 Y0% = Y1% 

215 POKE Y%(Y0%),0 

Line 244 sets Y0% to the coordinates of the top line, and line 215 
pokes a zero into that address in order to erase the old top line. 
Now, when you run the program, the picture moves down the 
screen without leaving a trail. 

So Much for the Easy Stuff. So far you have done a stationary ani- 
mation and a vertical animation using byte-move, but we have left 
horizontal animation for last. Type in and run the following 
routine: 

10 HGR 

20 FOR L = 8192 TO 8231 

30 POKE L - 1,0: REM ERASE PREVIOUS BYTE 

40 POKE L,127 

50 FOR I = 1 TO 50: NEXT I 

60 NEXT L 

The program is short and simple, and it moves a line across the 
screen quickly, even with the delay loop. But it has one drawback 
fatal to any game: the animation is jerky instead of being nice and 
smooth. Poking the value 127 turns on all seven dots of a byte, and if 
you increase the delay, you'll see that the line moves in one-byte in- 
crements, which explains the uneven movement. The answer is ele- 
gant, though not without problems: move the figure along one dot 
at a time. 

Imagine that you are looking out a window that is seven dots 
wide, and that the line crawls across your field of vision. At first you 
see only the leading dot, then the first two dots, then three, four, 
and so on until all seven dots are visible through the window. Then, 
as the line continues, the leading dot moves out of range, then the 
second dot follows; that continues until the window is empty. 

In computer terms, the window is one byte of memory, and 
when just the lead dot of the line is showing in a byte, the other six 
dots are showing in the previous byte. In that case, you need one 
byte with just the left-most dot on, and another with the six right- 
hand dots on; the values 1 (0000 0001) and 126 (0111 1110) will do the 
trick. Again, remember that the bit pattern is the reverse of the de- 
sired dot pattern. (Curses!) From Basic type: 

HGR 

POKE 8192,126: POKE 8193,1 
POKE 8192,124: POKE 8193,3 
POKE 8192,120: POKE 8193,7 
POKE 8192,112: POKE 8193,15 
POKE 8192,96: POKE 8193,31 
POKE 8192,64: POKE 8193,63 
POKE 8192,0: POKE 8193,127 

It is another characteristic of byte-move graphics that each fig- 
ure requires seven shifted copies, or separations. That means that a 


S O F T L I N E 




figure one byte wide actually requires two bytes, a two byte figure 
requires three bytes, and so on. 

Entering each pair of pokes shifts the line one dot to the right, so 
the cumulative effect is to move the line slowly across the screen. 
You could continue the process by poking the same sequence of 
values into locations 8193 and 8194, but at that rate it would take you 
several hours to go all the way across. The following program does 
essentially that, but faster. 

10 DIM A%(280) : REM 280 X COORDINATES 
20 REM 

30 REM READ THE VALUES FOR 
40 REM THE 7 PAIRS OF FRAMES 
50 REM 

60 FOR I = 0 TO 6 
70 READ T%(I),H%(I) 

80 NEXT I 

90 REM 
100 HGR 
110 REM 

120 REM INITIALIZE THE TABLE 
130 REM OF ADDRESSES 
140 REM 
150 J = 0 

160 FOR I = 8192 TO 8231 
170 A%(J) = l:J = J + 1 
180 NEXT 
190 REM 

200 REM PLOT THE LINE AT 
210 REM EACH X COORDINATE 
220 REM 

230 FOR X = 1 TO 280 
240 Q% = I NT (X / 7) 

250 R% = X - (7 * Q%) 

260 C% = Q% + 1 


270 POKE A%(Q%),T%(R%) : POKE A % ( C % ) , H % ( R °/o ) 

280 NEXT X 

290 END 

294 REM 

295 REM DATA TABLE 

2% REM 

300 DATA 126,1,124,3,120,7,112,15 

310 DATA 96,31,64,63,0,127 

Again, we use variables to speed up the program and confuse the 
reader. The values for the line are read into arrays T% (for tail) and 
H% (head) in lines 30 to 80, and array A% contains the addresses for 
each of the forty bytes across the top of the screen and is initialized 
in lines 120 through 180. The loop from 230 to 280 plots the line at 
every X coordinate across the screen, but lines 240, 250, and 260 
merit more study. 

The purpose of these lines is to determine which pair of bytes is 
being used and which of the seven pairs of values need to be poked. 
They do that by dividing the X coordinate by 7, and calculating the 
quotient (Q%) and the remainder (R%). For example, when the X 
coordinate is 73, seven g'zinta 73 (do you remember your g'zintas?) 
ten times, with three left over. So you need to poke the tenth and 
eleventh bytes with the third pair of values. 

As you can see, even as simple a figure as the line requires seven 
different versions and significant preparation to animate horizon- 
tally, but the animation that results is as smooth as you could wish 
for, even if it is a bit slow. Most games are written in machine lan- 
guage to take advantage of the better speed of execution, but these 
examples in Basic serve to give you the idea. 

Next time, we'll talk about ways you can streamline animation by 
doing partial modifications, preshifting, and precomputing. After 
that, we'll talk about some of the methods used to detect collisions 
between objects on the screen. 

But for now, you have enough stuff to make your head hurt un- 
til the next issue arrives. 0! 


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SEPTEMBE R 1982 


33 





PINBALL HAS GONE INTO ORBIT! 

Now that you’ve conquered pool hall pinball, 
it’s time to take your Apple* into outer space 



ZERO 

GRAVITY 

PINBALL 

A machine 
language arcade 
game with full- 
color hi-res 
graphics, and 
sounds like 
you’ve never 
heard before. 


ZERO GRAVITY PINBALL $29.95 plus postage 

Requires game paddle 0, Apple II*. with Applesoft* ROM, 48K, DOS 3.2 or 3.3 

ask your dealer or order direct 

AVANT-GARDE CREATIONS 
P.O. Box 30160 
Eugene, OR 97403 
(503) 345-3043 

'Apple II. Applesoft are registered trademarks of Apple Computer, Inc. 


CK£A. T/ QMS 


VISA/MasterCard accepted 




Game/Publisher 

ABM^Muse 

Action Quest, )V Software 
Alien Ambush, Peter Fokos 
Alien Descent (TRS-80) 

Alien Rain, Broderbund 

Alien Swarm, I n-Home 

Alien Typhoon, Broderbund 

Andromeda, Gebelli 

Apple Panic (Apple), Broderbund 

Apple Panic (Atari), Broderbund 

Asteroid Field, Cavalier 

Asteroids, Atari 

Autobahn, Sirius 

Avalanche, Atari 

Bandits, Sirius 

Beer Run, Sirius 

Bezman, Bez 

Bez-Off, Bez 

Blister Ball, Creative Computing 
Blister Ball, Creative Computing 
Borg, Sirius 

Bug Attack (Apple), Cavalier 
Bug Attack (Atari), Cavalier 

Cannonball Blitz, Sierra On-Line 

Canyon Climber (Atari), Datasoft 

Caverns of Mars, Atari 

Ceiling Zero, T urnkey 

Chicken (Atari), Synapse 

Chipout, California Pacific 

Clowns and Balloons (Atari), Datasoft 

Congo, Sentient 

Cosmo Mission, Astar Int'l 

County Fair, DataMost 

Cricketeer, Software Farm 

Crossfire (Apple), Sierra On-Line 

Crossfire (Atari), Sierra On-Line 

Crush, Crumble, and Chomp, Epyx 

Cyclod (Apple), Sirius 

Cyclod (Atari), Sirius 

Dark Forest, Sirius 

Datestones of Ryn, Epyx 

David's Midnight Magic, Broderbund 

Dodge Racer, Synapse 

Dogfight, Micro Lab 

Dragon's Eye, Epyx 

Eliminator, Adventure Int'l 

Epoch, Sirius 

Escape, Muse 

Escape from Arcturus, Synergistic 

Falcons, Piccadilly 

Firebird, Gebelli 

Firebug, Muse 

Galactic Chase, Prism 

Galactic Empire, Broderbund 

Galactic Quest, Crystalware 

Galaxy Travel, Tokumo 

Galaxy Wars, Broderbund 

Gamma Goblins, Sirius 

Genetic Drift, Broderbund 

Ghost Hunter, Arcades Plus 

Goblins, Highlands 

Golden Mountain, Broderbund 

Gold Rush, Sentient 

Gorgon, Sirius 

Guardian, Continental 

Hadron, Sirius 

Head-On, California Pacific 

High Orbit, Gebelli 

Florizon V, Gebelli 

Human Fly, CPU 

Hungry Boy, California Pacific 

Int'l Gran Prlx, Riverbank 

Intruder Alert, Dynacomp 

Invasion Force, Computhings 

lawbreaker (Apple), Sierra On-Line 

lawbreaker (Atari), Sierra On-Line 

Jellyfish, Sirius 

Juggler, I DSI 

Kamikaze, Hayden 

K-Razy Shoot-Out, K-Byte 

Kayos, Computer Magic 

labyrinth, Broderbund 

Laf Pale Apple Zap, Sierra On-Line 

Laf Pak: Creepy Corridors, Sierra On-Line 

Laf Pak: Mine Sweep, Sierra On-Line 

Laser Maze, Avant-Garde 

Lazer Silk, Gebelli 

Lemmings, Sirius 

Marauder, Sierra On-Line 

Mar Tesoro, Syncro 


Score Player 


•Verified score 


92,500 Peter Sivo, Saratoga, CA 

20/82 Steve Halberstadt, Newark, DE 

•84,600 Derin Basden, Fresno, CA 

164,350 Chris Athanas, Topsham, MA 

1,103,000 Ron Bunch, Collegedale, TN 

•69,200 Shane Rolin, Monroeville, PA 

*685,680 Denise Achram, Canton, Ml 

• 53,500 |oey Grisaff i, Houston, TX 

*546,320 James Baker, Alexandria, VA 

675,840 Shane Rolin, Monroeville, PA 

623,000 Jeff Feldman, Miami Beach, FL 

*1,274,180 Ken Williams, Niles, OH 

2,179 Miles Mark Hall, Lake Oswego, OR 

*1,812 Brian Hall, Milford, Ml 

•313,310 Norman Fong, San Francisco, CA 

*8,626 Norman Fong, San Francisco, CA 

110,769 Harry llg, Chesterfield, MO 

27,156 Norman Humbert, Fountain Valley, CA 

7,164 (2 player) Kerry Shetline, Neil Radick, Morristown, NJ 

*331 (1 player) Klaus Liebold, Poway, CA 


•18,960 

N^att Sesow, Lincoln, NE 

140,000 

David Porter, Hillsdale, IN 

*42,926 

Chris Conway, Winnetka, CA 

*1,000,000 

Ron Bunch, Collegedale, TN 

*216,000 

Shane Rolin, Monroeville, PA 

*7%, 900 

„ Tak Szeto, Boston, MA 

*71,490 

- - Denise Achram, Canton, Ml 

*630,400 

Shane Rolin, Monroeville, PA 

*21,630 

Jason Meggs, Bethesda, MD 

58,500 

Joey Grisaffi, Houston, TX 

*27,154 

Mark McKeown, San Jose, CA 

*7,890 

Matt Skinner, Foster City, CA 

*2,369 

Derin Basden, Fresno, CA 

41,210 

Rod Nelson, program author 

*1,120,310 

Brian Condon, Marietta, GA 

*944,450 

Bryan Lum, San Francisco, CA 

1,290 

Ledru Corlett, Runaway Bay, TX 

28,470 

Buell Hollister IV, Shelburne, VT 

40,297 

Chris Conway, Winnetka, CA 

*16,364 

Allen Holland, Downey, CA 

*5,530 

Eric Vesper, Saint Louis, MO 

*1,690,480 

Norman Fong, San Francisco, CA 

*4,614 

Ed Mixon, Ypsilanti, Ml 

3,390 

Hugh Godfrey, Phoenix, AZ 

2,905 

Adam Newman, Teaneck, NJ 

*235,900 

Dave King, Los Altos Hills, CA 

542,040 

Fred Nisewanger, Fremont, CA 

*41,200 

Dick Nitto, Binghamton, NY 

*5,735 

Steve Rothenberg, Mayfield Hts., OH 

223,048 

Jim David, Lyndhurst, OH 

555,550 

Andrew MacKenzie, San Francisco, CA 

*9,125 

Matt Yuen, North Hollywood, CA 

106,220 

Shane Rolin, Monroeville, PA 

3,217 

Jeff Parrish, Overland Park, KS 

*10,090 

Jim Kelton, Huntington Beach, CA 

*51,320 

Randy Hayes, Yuba City, CA 

53,700 

Brian Donnelly, Ipswich, MA 

*18,160 

Bob Farr, Trenton, NJ 

*1,020,000 

Tom Bredehoft, Columbus, OH 

78,860 

Steve T retick, Wheaton, MD 

315 

Linda Stix, Seattle, WA 

2,202,400 

Scott Sanchez, San Juan Capistrano, CA 

*2,136,000 

Lee Stafford, Phoenix, AZ 

*67,900 

Norman Fong, San Francisco, CA 

*16,660 

Al Tommervik, North Hollywood, CA 

256,170 

Steven Mundy, Ballwin, MO 

234,580 

Steve Cloutier, East Greenwich, Rl 

5,570 

David Durkee, Burbank, CA 

*58,405 

Jim Stockla, Shelton, CT 

*143 

Buell Hollister IV, Shelburne, VT 

*39,040 

Dale Monson, Denver, CO 

*33 

Brent Shaw, Yorktown, NY 

3,633 

Randy Dellinger, Fort Belvoir, VA 

15,820 

Jon Hickey, Narragausett, Rl 

267,650 

Gregg Rosendin, San Jose, CA 

*176,310 

Shane Rolin, Monroeville, PA 

*290,000 

Eric Vesper, Saint Louis, MO 

*206,380 

Matt Cox, New City, NY 

*4,560 

Jason Meggs, Bethesda, MD 

97,200 

Shane Rolin, Monroeville, PA 

*19,300 

Shane Rolin, Monroeville, PA 

54,610 

Don Carlston, Iowa City, IA 

*31,435 

Buell Hollister IV, Shelburne, VT 

*4,100 

Buell Hollister IV, Shelburne, VT 

*4,409 

Buell Hollister IV, Shelburne, VT 

*9,856 

Roe R. Adams III, Hartford, CT 

*45,700 

Rob Berkowitz, Goldens Bridge, NY 

*58,638 

Donald Brown, Des Moines, IA 

*173,900 

Christian Juhring, Carmel, CA 

149,561,409 

Michael Prater; Glendale, CA 


HIGH 

SCORES 

Next high-score deadline: 9:00 p.m., October 9. 


Highlines 

Who knows what evil lurks . . .? 

"Why didn't you report my high score?" Well, it's like 
this: 

High scores for Snoggle, aka Puckman, and Olympic 
Decathlon will no longer be accepted. Yes, certain per- 
sons have discovered how to finagle the scores on these 
fine games, thus spoiling things for the rest of us. The 
weed of crime bears bitter fruit. Also, high scores on 
Centipede have been suspended until such time as Atari 
releases the game. It seems a few of you out there are 
playing the drastically simple prerelease copies and the 
game stands to undergo substantial (that is, competitive) 
changes before it's finally released. Thanks to David 
Plotkin for the tip, and also for clearing up the Asteroids 
controversy. ("Using 'flipover' or 'no effect' racks up 
points at twice the rate that using 'shields' or 'hyper- 
space' does." Fair enough.) Peter Clark reports that you 
can type in any score you want at the end of Odyssey. 
Odyssey scores will therefore be verifiable in the future 
by witness only, no photos or screen dumps; ditto Tax- 
man. By the way, Peter, Atlantis, in Apventure to Atlan- 
tis, is the really big island with the castle. (If in doubt, use 
the direction finder.) 

Alas, the most excellent Star Blazer and Choplifter 
must also fall by the wayside. The maximum possible 
scores on both these games have been achieved by quite 
a few players. All such games, along with very old games, 
or games from defunct companies, generally will not be 
appearing here (fare thee well, Crop Duster). . . . Finally, 
if your high score doesn't fall into any of these catego- 
ries and you're still wondering why you don't see it here- 
in, know this: if we've never heard of the game, and you 
don't tell us the name of the publisher or the computer 
on which you played it, your name is that much less like- 
ly to make the rolls. This means you, Lee and Carole 
Hampton. We don't know Myriapede, and Crofton, 
Maryland, information doesn't know you. Let's make 
things easy for each other. 

Kudos to Roe Adams for diabolically beating out last is- 
sue's Most Incredibly High Score (Mar Tesoro) with his 
performance on Taipanl He quit playing when he found 
he could make more profit by leaving his money in the 
bank, collecting interest, than by trading. His biggest 
deal: $1.2 billion for ten thousand units of opium at 
$102,000 per unit. Nice work if you can get it. 

The Tranquility Base challenge was answered by Brian 
Donnelly ("I don't mean to blow your mind but 1,620 is 
my new high score and I was burning it on those padsl I 
took a picture and will be sending it to all you disbe- 
lievers!"), but the point was rendered moot by Matt 
Rosenbaum, who took four pictures of the screen every 
time he beat the previous high and had his feat wit- 
nessed by his brother. Brian Fargo rebuts Norman Fong's 
challenge with the revelation that while some versions of 
Swashbuckler roll over at 255, others, like his, do not. 

Verification: the controversy heats up. On one side, 
Ken Mikoloj ("I have no picture, but don't worry about 
it! I'll just do it again and make sure I have my camera 
handy") and Shane Rolin ("I have no verification but I 
trust you will take my word for these feats"), among 
others, and on the other side a growing number of con- 
cerned gamers who are pushing for absolute, positive 
verification for every single score. We shall probably 
have to call for a referendum soon, before the revolu- 

About verification by witness, still the easiest and 
best: it does not consist of writing, "This score was veri- 
fied by my mother/cousin/iguana . . it consists of 
someone else applying their signature to the medium 
upon which you have recorded your score, in witness 
thereof. 

Warner Young would like to know how to turn off the 
sound in Atari Crossfire. 


SEPTEMBER 1982 


35 



HIGH 

SCORES 

Next high-score deadline: 9:00 p.m., October 9. 


Hjghlines 

John Hickey would like to know how long the present 
and previous title holders lor Falcons had the game be- 
fore posting their highs. He can't seem to make any 
progress. 

Our sympathies to Peter Cordon, who played Snake 
Byte all night before going to bed (leaving the computer 
on, at risk of great peril from his father), and was about to 
wake up his sisters the next morning to show them his 
high score when a power failure hit Teaneck, New Jer- 
sey, and all was lost. 

Fred Nisewanger, thirteen, has not been able to figure 
out how to get past the first chasm in Wizard and the 
Princess. Someone drop him a note, via Directline, or 
maybe two halves of a note. (Hmmm. . . .) 

Eric Snider emerged the victor from an eleventh-hour 
intercontinental struggle with Eric Popejoy for suprem- 
acy in Serpentine. (There is certainly no significance in 
the similarities between Mr. Snider's name and home- 
town and that of program author David Snider — he 
didn't get his copy before anyone else or anything like 
that, heck no.) Snider wants to know if we will return 
disks used as verification of high scores. Yes, if a disk 
mailer with return address and adequate postage is 
included. 

Bravo Mark Adams for refusing to contribute to the cli- 
mate of paranoia that so plagues these modern times. 
Rather than dispute Jeff Parish's score in Galactic Em- 
pire, he altered the program so he could conquer all 
nineteen star systems in under three years, and was 
amazed to see his score was only 2,047. "I am not calling 
Jeff Parish a liar; maybe he has a different version than 
mine, or a vivid imagination," muses Mark. Or maybe the 
Empire frowns on alterations. 

A.J. Benway's Caverns of Mars challenge to Shane Ro- 
lin (By the way, Shane, do you live in Pittsburgh or Mon- 
roeville? Do you commute?) must now include Tak Sze- 
to, whose verification photo, we admit, did not include 
the name of the game in the screen display. A.J.'s mathe- 
matical calculations of the highest possible score go as 
follows: "The maximum points possible per one section 
of cavern is 6,400. There are five sections per cavern, and 
there are five caverns in the game. Now let's compute! 
6,400 x 5 sections = 32,000 points per cavern. To 32,000 we 
add 20,000 for shooting every possible obstacle (impos- 
sible). 32,000 + 20,000 = 52,000, multiplied by five cav- 
erns, equals 260,000 maximum possible points. Please 
have Mr. Rolin explain!" 

A good try by nine-year-old brownbelt Craig "Karate 
Kid" Rankinen on Canyon Climber — just not good 
enough. In fact, not even close. Maybe someday when 
you're older, Kid. No hard feelings, right? Shake. Hey, 
what. . . ? No, wait! No! Yaaaaah!! 

No, Lee Stanford, the boot bug in your Russki Duck 
that lets you "gain points very fast" is not a "loophole," 
something that a gamer discovers through intensive play 
and close observation, utilizing to best strategic advan- 
tage. The true gamer scorns the artificial advantages of 
bugs as dishonorable. All the scores that have been 
creeping in for the so-called lawbreaker II fall into that 
category, a deviation that offers invulnerability, big to- 
tals, and a good time, but at what cost? Let's all take a les- 
son from Patrick E. Bachelder, P.E., who discovered the 
tendency of Stellar Invaders not to reset after the last 
creature is destroyed, leaving the commander flying 
around indefinitely at twenty points a shot. Disdaining 
the seeming opportunity, Patrick sent in a "legitimate" 
score of 1,610 and included information on how to spot 
the score of anyone trying to take advantage of this 
venerable game's infirmity. It is a far, far better thing you 
do, Pat. 

Norman Fong: answer your mail. The natives grow 
restless. 

Disputed: 

Caverns of Mars: A.J. Benway challenging S. Rolin over 
26,000 maximum possible score. 

Falcons: J. Grisaffi challenging J. David over final digit; 
fixed version. 

SI 


Match Racers, Gebelli 

Megalegs, Megasoft 

Meteoroids (Asteroids) in Space, Quailty 

Microwave, Cavalier 

Minotaur, Sirius 

Missile Command, Atari 

Missile Defense, Sierra On-line 

Mission Escape, CE Software 

Modoc's Tower, E pyx 

Mouskattack (Apple), Sierra On-line 

Mouskattack (Atari), Sierra On-Line 

Nautilus, Synapse 

Neptune, Gebelli 

Nightmare Gallery, Synergistic 

Night Mission Pinball, SubLogic 

Norad, Southwestern Data 

Odyssey, Synergistic 

Orbitron, Sirius 

Outpost, Sirius 

Pacific Coast Highway (Atari), Datasoft 

Pac -Man, Atari 

Pathfinder, Gebelli 

Peeping Tom, Micro Lab 

Pegasus II, Sierra On-Line 

Phantoms Five, Sirius 

Photar, Softape 

Pigpen, DataMost 

Planetoids, Adventure Int'l 

Preppie, Adventure Int'l 

Procyon Warrior, Synergistic 

Protector, Synapse 

Pulsar II, Sirius 

Quadrant 6112, Sensible 

Raiders of the Lost Ring, Cavalier 

Raster Blaster (Apple), BudgeCo 

Raster Blaster (Atari), BudgeCo 

Rear Guard (Apple), Adventure Int'l 

Rear Guard (Atari), Adventure Int'l 

Red Alert, Broderbund 

R ibbrt, Piccadilly 

Roach Hotel, Micro Lab 

Rocket Command, Norell 

Russki Duck, Gebelli 

Sabotage, Sierra On-Line 

Serpentine, Broderbund 

Sheila, H. A. L. Labs 

Shooting Gallery (Apple), Western Micro 

Shooting Gallery (Atari), Western Micro 

Snack Attack, DataMost 

Snake Byte (Apple), Sirius 

Snake Byte (Atari), Sirius 

Sneakers, Sirius 

Space Adventure, Sierra 

Space Album: Asterisk, California Pacific 

Space Album: Death Star, California Pacific 

Space Album: Tail Gunner, 

California Pacific 
Space Eggs, Sirius 
Space Invaders, Atari 
Space Quarks, Broderbund 
Space Warrior, Broderbund 
Star Blaster, Piccadilly 
Star Dance, USA 
Star Raiders, Atari 
Star Thief, Cavalier 

Star Thief, Cavalier 
Star Warrior, E pyx 
Stellar Invaders, Apple 
Suicide, Piccadilly 
Super Breakout, Atari 
Super Invader, several publishers 
Super Stellar Trek, Rainbow 
Swashbuckler, DataMost 
Taipan, Avalanche 
Tanktics, Avalon Hill 
Taxman, H.A.L. Labs 
Tharolian Tunnels, Software Farm 
Thief, DataMost 

Threshold (Apple), Sierra On-Line 
Threshold (Atari), Sierra On-Line 
Thunderbird, Urban Software 
Torax, Creative Computing 
Track Attack (Apple), Broderbund 
Track Attack (Atari), Broderbund 
Tranquility Base, California Pacific 
Tsunami, Creative Computing 
Tumblebugs (Apple), Datasoft 
Tumblebugs (Atari), Datasoft 
Twerps, Sirius 
Viper, RDA Systems 
Wormwall, Sirius 
Zero Gravity Pinball, Avant-Garde 


6,231.1 Miles 

Shane Rolin, Monroeville, PA 

*61,340 

Shane Rolin, Monroeville, PA 

55,335 

Robert Pettit, Pittsburgh, PA 

*109,061 

Norman Fong, San Francisco, CA 

*398,285 

Christian Juhring, Carmel, CA 

6,811,460 

Shane Rolin, Monroeville, PA 

278,900 

Marc Vlasak, Tacoma, WA 

•3,161 

Steve Allen, Des Moines, IA 

14,317 

Michael Hartwig, Lamoni, IA 

•89,100 

Mark Zeitler, Boca Raton, FL 

590,300 

Shane Rolin, Monroeville, PA 

43,100 

Joey Grisaffi, Houston, TX 

•13,040 

Buell Hollister IV, Shelburne, VT 

141,050 

Buell Hollister III, Shelburne, VT 

•34,186,820 

Mark Hessman, Andover, MA 

•28,240 

Jeff Baker, Alexandria, VA 

•225,300 

Judson Cohen, Los Angeles, CA 

•153,000 

Dennis McEntire, San Jose, CA 

•30,855 

Yung-Chi Chu, Flint, Ml 

•100,900 

Shane Rolin, Monroeville, PA 

934,793 

Shane Rolin, Monroeville, PA 

•25,254,326 

Brian Hall, Milford, Ml 

•12,360 

Jason Meggs, Bethesda, MD 

•217,270 

Fred Nisewanger, Fremont, CA 

42,670 

Steve Rothenberg, Mayfield Hts., OH 

•324,299 

Norman Fong, San Francisco, CA 

•344,640 

Buell Hollister IV, Shelburne, VT 

584,160 

Jason Meggs, Rochester, NY 

•59,310 

Shane Rolin, Monroeville, PA 

•195,000 

Keith Goldberg, Bellevue, WA 

•58,000 

Jon Mellott, Fort Wayne, IN 

•61,968 

Eric Vesjier, Saint Louis, MO 

•71,990 

Chuck Hartley, Natick, MA 

•128,030 

Francis Wong, Ellicott City, MD 

7,025,500 

Eric Morson, Stamford, CT 

1,028,000 

Robert Hahn, Dayton, OH 

65,325 

Matt Yuen, Van Nuys, CA 

77,530 

Joey Grisaffi, Houston, TX 

•82,800 

Michael Yang, Parma, OH 

•231,980 

Andrew Mellin, Fort Lauderdale, FL 

•12,350 

Mike Post, Huntington Beach, CA 

•778,070 

Paul MacQuiddy, Sunnyvale, CA 

241,000 

Norman Fong, San Francisco, CA 

86,431 

Steve Cloutier, East Greenwich, Rl 

•705,650 

Eric Snider, Franklin, Ml 

91,500 

Manuel Veloso, Lido Beach, NY 

•3,495 

Steve Rothenberg, Mayfield Hts., OH 

•115,210 

Shane Rolin, Monroeville, PA 

•18,324 

James Baker, Alexandria, VA 

2,698,800 

Lisa Kislan, North Palm Beach, FL 

21,330 

Chris Conway, Winnetka, CA 

•1,035,982 

Marc Brodsky, Woodbridge, CT 

70 

Brian Welch, Saint Louis, MO 

•6,242 

Jason Meggs, Bethesda, MD 

•1,391 

Dave Ness, Saratoga, CA 

•44,898 

Charles Campbell, San Jose, CA 

53,000 

Fred Nisewanger, Fremont, CA 

55,625 

Darryl Terry, Trinity, AL 

•8,590 

Pam Nitto, Binghamton, NY 

44,441 

William Tung, Towson, MO 

•52,553 

Samuel Wilkof, Canton, OH 

•3,453 

Gary Miller, Monroeville, PA 

•Lt. Class 1 

Ron Felder, Sunnyvale, CA 

•23,660 (2 player) 

Rob Berkowitz, Kenny Weinstock, 
Goldens Bridge, NY 

19,400 (1 player) 

Max Harrell, Chickasaw, AL 

•1,872 

Ron Felder, Sunnyvale, CA 

•119,000 

Patrick Carle, Dunstable, MA 

•58,250 

Pam Nitto, Binghamton, NY 

2,870 

Randy Dellinger, Fort Belvoir, VA 

99,675 

Steve Rothenberg, Mayfield Hts., OH 

7,262 

Paul Creager, Sunnyvale, CA 

•1,501 

Brian Welch, Saint Louis, MO 

$25.1 Billion 

Roe R. Adams III, Hartford, CT 

•495 

David Melendez, Rancho Palos Verdes, CA 

•999,980 

Eggy Paul, Orange, CA 

48,183 

Howard McGee, Denver, CO 

•23,760 

Scott Wedel, Saratoga, CA 

*941,900 

Norman Fong, San Francisco, CA 

•309,500 

Ron Felder, Sunnyvale, CA 

•28,260 

Erik Talvola, Santa Rosa, CA 

•34,780 

D. Archibald, Minneapolis, MN 

•50,419 

Buell Hollister IV, Shelburne, VT 

•10,706 

Chris Conway, Winnetka, CA 

•1,700 

Matt Rosenbaum, Montville, NJ 

12,336 

Kerry Shetline, Morristown, NJ 

•7,205 

Sharron Keck, Huntington Beach, CA 

*7,023 

David Rogers, Chagrin Falls, OH 

•6,250 

Dick Nitto, Binghamton, NY 

•758 

Andy Moore, Gaithersburg, FL 

•120,380 

Eric Vesper, Saint Louis, MO 

17,050 

Joey Grisaffi, Houston, TX 


36 


S O F T L I N E 





ic Official 



;i;iE?»H7i:TiT 

III 


sjpr 





W«1 1 [•!•] I'-M 

•Id 










Welcome 




Try to remain 

calm. We understand. You are worried that 
your computer might be attempting to coerce you? Well, what's 
a little coercion among friends? 

As a new arrival on The Island, you will be expected to divulge certain information. You will 
not leave until we obtain it .. . and we will. Of course, when we gain, you lose. 

Please endeavor to maintain the proper perspective. A pleasant adventure can so easily 
lead to obsession . Applesoft, 48K, DOS 3.3 .... $32.95 Available at computer stores on 
finer Islands everywhere. Exclusively from if™ 


prisoner 2 


interactive fantasies, a division of Edu-Ware Services. 
PO. Box 22222 • Agoura, CA 91301 

A science fiction nightmare by David Mullich. 


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fantasies